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Problems with controllinators

Archive: 5 posts


This particular issue may have been explained before, but I wasn't sure where I could look this up.

Ok, I want to experiment with the top-down camera and gameplay by trying to make a GTA (http://www.youtube.com/watch?v=1yCmJXEsgFo)level. I found a problem right in the beginning...

First of all, here's my (very) basic setup: the "Character" is the sackboy on a CL*. By entering a Car's CL, 2 things happen:
1) the sackboy is ejected from the Character's CL;
2) the Character's CL is set to be 'destroyed' (obviously... because I don't want the Character to stand there when I get in a car).
Then, when I eject from the Car's CL, a new Character's CL is emitted. That's it, everything is very simple.

Now here's my problem: I can't exit the Car's CL, and enter it again unless I get AWAY from the trigger radius. Note that all my CLs are set to 'automatically enter'.

I did a much more simple test: I put 2 equal CLs side by side with 'automatically enter' and the same trigger radius, wired a button to eject a sackboy from the CL he's sitting on, to see if he switched from one CL to another. When he enters and exits the 2nd CL, the sackboy doesn't enter the 1st CL. I have to get away from the 1st CL trigger radius to enter it again.

Long story short: the CL's trigger radius doesn't 'reset' even if the sackboy is sitting on a another CL (which shouldn't happen imo, there should be at least an option to change that behaviour). This problem doesn't occur without the 'auto enter' option however, I can easily spam the / button and the sackboy keeps going in and out of a CL.

*CL = Controllinator
2011-08-14 18:21:00

Author:
ZackBoy
Posts: 65


I' not sure this is a fix, but what happens if you pulse the eject player input a second time when sackboy has already exited it? This might reset the "suction action" of the seat, but I haven't tested it myself...

Another fix could be to never have sackbot leave his own DCS. You could just activate a tag in the vehicle you want sackboy to drive, and then make a high pseed follower on the sackboy DCS follow that tag. Sackboy would lag behind the vehicle a bit, and keeping the proper rotation of sackboy with respect to the vehicle he is driving can be tricky if you use physics for collisions...
2011-08-14 19:54:00

Author:
Slaeden-Bob
Posts: 605


I' not sure this is a fix, but what happens if you pulse the eject player input a second time when sackboy has already exited it? This might reset the "suction action" of the seat, but I haven't tested it myself...


I've tried wiring the 2nd CL 'Active' output to the input of the first CL, to see if it resets the trigger radius. It didn't work...


Another fix could be to never have sackbot leave his own DCS. You could just activate a tag in the vehicle you want sackboy to drive, and then make a high pseed follower on the sackboy DCS follow that tag. Sackboy would lag behind the vehicle a bit, and keeping the proper rotation of sackboy with respect to the vehicle he is driving can be tricky if you use physics for collisions...

Interesting solution... problem is, the sackboy would be visible when following the car. I need try this to see how it goes. Thanks for the reply!
2011-08-14 23:13:00

Author:
ZackBoy
Posts: 65


But if the trigger radius did reset it would be impossible for you to exit the controlinator as once you ejected, you'd be forced to reenter instantly as you'd obviously be within its catchment radius. You've answered your own question really, to have the setup you desire you must have 'automatically enter' set to no. Or am I misunderstanding?

Ok maybe I missed the point you're trying to get at. So you want to have it so that when you exit one controlinator you automatically enter the next and vice versa. One way you could do it is to put the controlinators onto a microchip and turn them on and off accordingly. Maybe turning it off will reset the radius? If that doesn't work then use the same setup with the microchips, and instead have a piece of invisible holo with a master controlinator as the transmitter your sackboy sits on. Turn on and off the other controlinators which are the receivers to determine which one you want your sackboy to control.
2011-08-15 02:53:00

Author:
Xaif
Posts: 365


So you want to have it so that when you exit one controlinator you automatically enter the next and vice versa.

This is correct, as you can't switch to another CL by just pressing the / if you're in another CL. The same logic should be applied to the 'auto enter' trigger radius, as the sackboy is not made "available" (so to speak).


One way you could do it is to put the controlinators onto a microchip and turn them on and off accordingly.

I thought this was a great and simple idea. Unfortunately, the sackboy can't enter a CL that is inside a microchip


If that doesn't work then use the same setup with the microchips, and instead have a piece of invisible holo with a master controlinator as the transmitter your sackboy sits on. Turn on and off the other controlinators which are the receivers to determine which one you want your sackboy to control.

Yeah, I guess this may be my only option *sigh*. But first, I'll try putting the Character's CL to have a high speed 'follower' on the car, and see how that works out.
2011-08-15 11:44:00

Author:
ZackBoy
Posts: 65


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