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#1

Making left and right do individual stuff.

Archive: 13 posts


Im making a ''Brothers in arms'' type of level. And I wanted my units to be able to advance. retreat. follow. and stand ground.
I tought that the d-pad would be the best way to do this.
But when looking at the d-pad there where only 2 options. And as I stated, I have four. Is it possible to still pull this off using the d-pad?
2011-07-20 16:01:00

Author:
Unknown User


You can wire the output of for instance the L/R control into a Direction Splitter (http://wiki.lbpcentral.com/Direction_Splitter) and use the splitted signals separately. If you place a self-resetting 1-shot counter in front of it, it will cause a short pulse instead of a continuous signal, requiring the player to push and let go of the button in order to give another command.2011-07-20 16:09:00

Author:
Antikris
Posts: 1340


That looks like it would work. But when I'm in the controllinator I just keep doing faces. can you disable those?2011-07-20 16:40:00

Author:
Unknown User


That looks like it would work. But when I'm in the controllinator I just keep doing faces. can you disable those?

Not if it is a player in the controlinator. A sackbot can (wire a signal to the input of a control). But then, why would you want the player be visible? If it is the player moving around in the controlinator (in an, I assume, top-down level), you better switch to a bot rather sooner than later, because eventually you will need to anyway.
2011-07-20 16:50:00

Author:
Antikris
Posts: 1340


Actually. Its a sidescroller.
In the level. you controll a sackbot. that has command over a group of sackbots (As I mentioned earlier using the d-pad commands)
But whenever I use the d-pad. The character im controlling makes faces regardless.
2011-07-20 17:07:00

Author:
Unknown User


There's an option on the controllinator to disable poppit controls. That ought to do it.2011-07-20 17:09:00

Author:
Radishlord
Posts: 706


Oh yeah, controlinator on the sackbot itself is a requirement, set to override bot controls.2011-07-20 17:09:00

Author:
Antikris
Posts: 1340


The player itself is making the faces. not the sackbot..2011-07-20 20:19:00

Author:
Unknown User


The player itself is making the faces. not the sackbot..

Get rid of the player: 0% brightness holo, invisible controlinator on it for the player, transmitting and following a bot that acts for the player. Controlinator on bot is receiving.
2011-07-20 21:42:00

Author:
Antikris
Posts: 1340


Maybe you guys are getting it wrong. Maybe im getting it wrong. I dont know.
Ill explain what I wanna do, in case you guys got it wrong.
(platform level)
I have a sackbot with 4 behaviours.
One to run to the magnetic key to the left. One with the key to the right. one to follow the magnetic key attached to the players sackbot. and one which makes them stand still.
I wanted to use the d-pad to select these functions.
In wich pressing left would toggle the behaviour that makes them run left. right that makes them run right. Up makes them follow you. and down makes them stand still. I only had no clue how to do this.
Is this what you guys tought?
2011-07-21 12:53:00

Author:
Unknown User


Wire the D-pad outputs through a splitter and connect them into the different Behavior chips. To stop the bots from making faces use the Override Sackbot option.2011-07-21 14:38:00

Author:
Zero10100
Posts: 385


Your player (human) needs to be on a controllinator set to transmit. They playable character needs to be a sackbot. On the sackbot's chip, lay down 2 controllinators. One is set to receive a signal. This one is also set to NOT OVERRIDE BOT. The second controllinator does not remote control anything. This one DOES OVERRIDE BOT. You wire the controls from the one that doesnt override (the buttons you want to control the bot itself) to the controllinator that DOES override bot... Basically, this allows you to pick and chose what buttons activate sackbot default controls, and what buttons do nothing. The buttons that do nothing can be wired to anything else, and have no effect on the bot.2011-07-21 15:04:00

Author:
poorjack
Posts: 1806


There's an option on the controllinator to disable poppit controls. That ought to do it.

This fixes the problem without a single piece of logic.
2011-07-21 17:23:00

Author:
Speed Racer
Posts: 156


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