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Available layers through logic.
Archive: 8 posts
Hello again! I'm trying to build a flipping mechanism for my Mech, and how I got it "figured out", when you press, say, L2, the system will do the following: -Eject you from the controllinator -Destroy every connection to the main Mech piece that is not a "rigid" connection through separate destroyer tools -Emit a clone of the mech that's flipped around (looking the other way that is) -Destroy the main piece where the controllinator (and all this logic) is. --Of course, both Mech's controllinators are set to "Automatically Enter", opposed of having to press a button to get in the robot. All of that would work out nicely if it wasn't for the fact I can't emit the mech in the same spot the previous mech is (occupying the same physical space), but I can't emit the mech -after- the previous mech has been destroyed, since all the logic will also be destroyed. I thought of a work-around that would involve some sort of system that sees all playable layers, determines which layer/s is/are available, and spawns the flipped mech there, just slightly before the previous mech is destroyed. NOTE: As I was typing all of this down, I thought of a simpler way, that would involve emitting an invisible follower, and have that follower be the object that emits the new flipped mech once the old has been destroyed... But now I'm really curious about the layers idea <_< Is that even possible? If so, do you guys have any ideas how it could be done? Thanks so much in advance! | 2011-08-26 19:53:00 Author: MonarioBabii Posts: 128 |
What if you put your controlinator on a piece of holo, and set it to not be visible in play mode. Then you don't have to eject and reenter. You could just destroy the old mech and emit the new one. activate your emitter just before your mech destroyer so that it emits as soon as the space is free. If you need to see the sackperson, put a sackbot in a controlinator on the mech set to look like the player. Set your holo as a follower to the mech, and have it remotely controlling it. Would that work? | 2011-08-26 20:52:00 Author: tdarb Posts: 689 |
Yes, it is possible to detect which layer your Mech is on to determine where to emit the flipped Mech. 1. You need 3 different layer sensors. 2. The layer sensors would be 3 different objects, with each object being emitted to a different layer 3. Each object would have a uniquely colored key, with a corresponding mag key switch that is attached to the Mech 4. Each mag key switch on the Mech is attached to it's own emitter, with each emitter set to emit the flipped Mech in a different layer 4. All 3 sensors are emitted at the same time, but only one sensor will materialize, so only the 1 emitter will emit a flipped Mech in an unoccupied space. That's the simplified approach. Hope that helps . | 2011-08-26 21:04:00 Author: RickRock_777 Posts: 1567 |
@tdarb: Thanks so much for the response, and that is indeed a nice idea that would simplify things a lot Sadly my mech is a bit of a (HUGE) mess at this point in time D: lol It's even hard to get the controllinator to show it's circuit board. Still though, that's my fault, because this is one of the first things I built, it just happens that I've been working on it a lot for months now lol and it has improved a ton, but the "basics" are still basic but it works @RickRock_777: After my second/third read I think I finally get what you're saying and that does sound like THE way to do it, if I were to do it with the layers idea. I was gonna ask "But what if all 3 layers are available?" but I'm guessing you left that part out, out of being too obvious Thanks a bunch to the both of you All of that said, I went for the second original idea, to spawn the emitter, and I finally got it working Now I just need to solve a few technical issues, among those there's a little one that I'd like to ask about: My new littlebigproblem is the fact that the Mech's controllinators are set to automatically enter, and that works perfectly for the Mech Flipping system, but when I actually wanna jump off and out of the Mech, it instantly pushes me back in <_<... Is there a way to disable the controllinator momentarily so the player has at least a couple of seconds to get the hell out of there? | 2011-08-26 21:27:00 Author: MonarioBabii Posts: 128 |
Interesting question...and dilemma. I am not aware of any function specifically on the controllinator to disable the auto enter feature momentarily. | 2011-08-26 21:47:00 Author: RickRock_777 Posts: 1567 |
I guess if I can't find any other way, I'm gonna have to go with tdarb's way. It's not the simplest just because I'd basically have to redo the entire thing D: but it's good to know at least there is a way out lol Thanks again. I'll keep thinking and keep you guys posted if I come up with anything that might work, in case you ever stumble across a similar problem. | 2011-08-26 21:52:00 Author: MonarioBabii Posts: 128 |
to disable the auto entry attach an active signal to the eject port of the controlinator. Not only will that eject anyone already in, but it prevents new people from entering. Just deactivate the signal when you are ready to allow re-entry. | 2011-08-26 22:01:00 Author: tdarb Posts: 689 |
Ooh that's clever :o I'm gonna try it right now! EDIT: Alright that works perfectly Wired the output of my OR Gate to the Cycle input of a Selector with 2 ports. The selector's default port being the 2nd port, and the first port's output is wired directly to the eject input of the controllinator, and to a timer set to 5 seconds. When that timer reaches it's cap, it resets itself, and feeds the second port of the selector, which is wired to nothing. You're awesome tdarb | 2011-08-26 22:08:00 Author: MonarioBabii Posts: 128 |
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