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#1

Flee...but not THAT far.

Archive: 8 posts


I'm trying to emit a sackbot 10 units (4 small grid units) away from the player, yet inside the box which is 15X30 small grid units. I first tried attaching the emitter to a moving hologram with the mover set to flee from the player. The hologram went outside the box. So I tried to get the mover to also flee from tags on the box edges. It completely stopped. Is there a better way to solve this?

Am I thinking too 'inside the box'?
2011-08-25 18:10:00

Author:
Unknown User


Try putting four separate holograms on the edges of the box (make sure there's no gaps), and put a different tag on each one (maybe just have one label like "Limit" and color the tags). Then, in the hologram, put impact sensors that sense each of those tags. Then, hook each one up to a mover with a strong acceleration but no deceleration. The speed of each will differ for each tag. For instance, if you put a blue 'Limit' tag on the left hologram wall, hook up the impact tag sensor to a mover that goes right.

Not sure if there's any other solutions that are more streamlined, but this will probably work for you.
2011-08-25 18:30:00

Author:
Unknown User


If its only 1 player, and you are only ever emitting the bot from the same distance just make a piece of hologram 4 small grid units long, place a follower on one end and the emitter on the other, get the follower to follow the player.

that'll make the emmiter always be 4 small grid units away from the player so just emit the bot in place.

I don't quite get what you mean about "yet inside the box which is 15X30 small grid units." though. details?

2011-08-25 19:40:00

Author:
Epicurean Dreamer
Posts: 224


I don't quite get what you mean about "yet inside the box which is 15X30 small grid units." though. details?

Everything I've ever measured has units -- grams, millequivalents, capsules, liters, etc. Now this game measures distance, strength, etc with no units so I have to come up with my own so my brain doesn't explode. The player is inside a rectangular box with length 30 and width 15 "small grid units". 1 small grid unit = 2.5 (no units) See my dilemma? I know Stephen Fry makes up a term for the units in one of the in-game tutorials, but I didn't commit the term to memory. I prefer small, medium, and large grid units.

I set up my mini-game to award points when a player slaps a sackbot. The conditions to receive points are 1. Something impacts the sackbot. 2. A player is close to the sackbot (within 4 grid units). I added the second condition because I discovered that if a sackbot jumps or is emitted and then impacts the floor, this satisfies the first condition. When a sackbot is destroyed, another sackbot is emitted but if the new bot is emitted close to the player, the player is awarded points when the sackbot's feet hit the ground. I want to avoid awarding points to players who have not slapped a sackbot; they just happen to be the right place at the right time. My solution to this was to emit the bot away from the player so condition 2 is not satisfied. (If you think of a better solution, let me know)

There are four boxes with one player in each box. I like your solution of having a hologram with an emitter on one end and a follower on the other, but if the emitter end goes into a wall of the box, it wont emit the bot, and the player will be left hopelessly alone (unless he steps away from the wall). So I need a way to keep the emitter a small distance from the player and inside the box. I hope that clarifies it. Oh, and I feel honored that you responded to my question...I've been a fan since I registered on this site.
2011-08-25 22:35:00

Author:
Unknown User


Update: I think I found a good work-around using a modified version of Giik's idea. I now have an invisible hologram with an emitter on it ping-ponging back and forth across the box, and a player sensor deactivates the emitter when a player is in range. I ran into another problem though: The emitter takes its sweet time. I have it set to emit 1 object every 0.1 seconds, but it seems to wait at least 5 seconds after the first sackbot is destroyed. I can't figure out what is causing this lag.2011-08-26 05:17:00

Author:
Unknown User


I haven't tested this so I may be wrong, but I may have a solution for your slapping issue though you will have to make it so your players are playing as sackbots. Set up 4 player controlled sackbots and put a different tag on each. On your emitted sackbots have 4 impact sensors each requiring one of the tags your player sackbots have. I wasn't aware that slapping triggered the impact sensor (though I suppose it makes sense that it does) but this setup means you can now determine very easily who it was that slapped the sackbot without any weird distance sensors and bounding boxes.2011-08-26 13:56:00

Author:
Xaif
Posts: 365


If its only 1 player, and you are only ever emitting the bot from the same distance just make a piece of hologram 4 small grid units long, place a follower on one end and the emitter on the other, get the follower to follow the player.

That was my first solution from right when I read what he was trying to do! xD
2011-08-26 16:48:00

Author:
Speedynutty68
Posts: 1614


I set up a player controlled sackbot with a blue tag and a blue impact sensor on the other sackbot. The slap didn't trigger the sensor. I guess slapping only triggers an impact sensor when it's a real player and not a sackbot, but that hardly makes sense. I double checked my colors and labels several times.2011-09-05 06:17:00

Author:
Unknown User


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