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The Logic of Mind Control.

Archive: 9 posts


Hello there people.
Recently i played the fantastic MM picked level MIND FACTORY by Jackofcourse, and the logic he used has got me a little stumped.

Im talking about the logic he used to move objects around in the level, using 'mind control' ect.
Now i can do this myself using a sackbot, but he doesn't seem to have used one in this level.

How is it possible? Im pretty good with logic, but this one has me banging my head against a wall.

So im asking, do you know how i can accomplish this? Any tutorials out there that can help me? Please?

I will namecheck anyone who can point me in the right direction, on my new level. Im so desperate to know lol.

Thanks.
2011-08-22 11:03:00

Author:
RtooDee2
Posts: 175


I will need a little more description from you; I have not played this level yet so I can only guess at what is going on.

If I were to pick up the challenge, I would probably venture into building a mind control cursor out of holo that either auto snaps to nearby targets or requires user input for an object selection. Snapping would be in the basis a matter of followers and tags, and secondly a case of snapping back to the player when no target is nearby or the player moves out of a certain range of the cursor; priorities on a selector chosen by tag (or a player) sensors.

The cursor itself, once snapped to an object would become sticky by a material changer. Next, an RC controlinator on it would allow for the player to manipulate the cursor plus its attached objects (don't forget a grav tweaker). The cursor should not be very large, quite small rather, to prevent it from sticking to a wall as well.

Release of control (a button press, I suppose) would change mat tweaker and disable the controlinator dedicated to object manipulation.

Also, during a manipulation phase, I suppose control over the player should be halted, grounding him in his place. For that however, use of a sackbot is required. Disable the RC controlinator on the bot during that phase.
2011-08-22 11:15:00

Author:
Antikris
Posts: 1340


Possibly in short you could have a chip with a controlinator inside set to receive signal from player and connect whatever button you want to use for move, to a mover obviously and put it on the object you want to move.
There should be one or two other adjustments and no, no name check needed.

Hmm.. Antikris is on fire it seems. heh
2011-08-22 11:19:00

Author:
zupaton
Posts: 167


Ok thanks. In the level (platform level) you use the right anolog stick to move objects (platforms) either up or down/ left to right. So you can jump on them and control them.
Its kinda hard to explain if you haven't played it i guess.

Thanks for the reply bud.
2011-08-22 11:23:00

Author:
RtooDee2
Posts: 175


Hmm.. Antikris is on fire it seems. heh

I proposed exactly your idea, just one step further; for OP's understanding, you can duplicate the control logic onto every object that is suitable for movement, but if you have a bunch of those it becomes tedious to change and eventually inefficient as well. The LBP engine does not allow much for an Object Oriented aproach as you might be familiar with in programming. My step further is taking the control logic to a centralized object, the cursor, and using that object to pick up whatever is tagged to be picked up.
2011-08-22 12:08:00

Author:
Antikris
Posts: 1340


Actually looks to me as a huge leap and not step further compared to simple DCS mover. lol
Just added the last line when i realized we posted the same time.
2011-08-22 12:30:00

Author:
zupaton
Posts: 167


Actually looks to me as a huge leap and not step further compared to simple DCS mover. lol

Well, the only difference is that the cursor becomes sticky and you'd need to add logic to make it snap to moveable objects or move around to select an object.
2011-08-22 13:15:00

Author:
Antikris
Posts: 1340


Here is how I would do it, the yellow Walls prevent the follower chip from following me past them, the player sensor set to 5 radius enables the controlinator (set to nearest player) on the thing I want to move.

I use R1 to enable the telekinesis but you don't need to, also the second grave chip just freezes the block in mid air.

Here is my logic. The big chip is just my controlinator chip, that has all outputs named. (saves time)
http://ie.lbp.me/img/ft/1be8eee275f0f95d11d8166ce2a46e38594fa1e6.jpg
2011-08-22 15:23:00

Author:
Unknown User


Ok then, thank you for your help people.

Ive managed to do what i wanted so i guess this thread can get closed down now.

Thanks again and Peace out.
2011-08-22 17:11:00

Author:
RtooDee2
Posts: 175


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