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#1

Simple Left/Right or Up/Down enemy movement help please.

Archive: 10 posts


Hi,

I'm fairly new to LBP2 and have just wet my toes in the level editing.
One thing I can't work out is how do I assign simple path movement to a baddie?

For example, I want a baddie to start at the left of a platform, move to the right then move back.
Repeat infinitely.

Same for moving up and down.
For the life of me I can't work it out.
I can get the baddie moving right but can't get him to move left, even from start position, never mind turning round from a designated point.

The tutorial uses a 3 way switch.
Is there an equivalent way to do it using logic and timers?

Any help would be most gratefully received!
2011-09-06 23:23:00

Author:
Unknown User


What kind of baddie? A sackbot, or just some other "evil" object?2011-09-06 23:26:00

Author:
11204
Posts: 111


Mabye comphemc totourial will help

http://www.youtube.com/watch?v=JFVazXuQ1bc
2011-09-06 23:29:00

Author:
zzmorg82
Posts: 948


Sorry, I meant a general object that can be manipulated with gadgets. A sponge that'd been set on fire for example.2011-09-06 23:40:00

Author:
Unknown User


Well, If that's the case then here's what to do:
First, slap down a microchip on the sponge. Then place two timers, an anti gravity tweaker set to 0% dampening(you may need to change this, depending on player interaction with the sponge, but if you put it at 100% it won't move!), and an advanced mover on the chip. Set the timer's input action to start count down, and hook them up to a new direction combiner. Also hook each timer to the other's reset. Hook up the direction combiner to the mover's left/right input. Then, pause, then adjust the timer's settings to a reasonable time you want the object to be moving, like 2, and make one timer at 0 and the other at 2 or whatever is full. You could also use this for up/down, if you want. It will look close to this when its done.
http://i54.tinypic.com/sov2o2.jpg
Tweak it to your liking, and if you need some more help, I'm here for you!
2011-09-07 01:45:00

Author:
11204
Posts: 111


The above approach is good for an object that moves back and forth relative to its environment, but be aware that if something knocks it around it'll change the area covered by the obstacle. It could end up falling into a pit and wobbling around at the bottom, for example.

If you need a thing to move between very specific points and never leave the path you may want to use a follower and define the path with tags. There are many ways to implement such a thing. For example, you could place batteries on a sequencer and connect them to the tags so that they become active in a specific order. Your object's follower will propel it toward the current tag and change direction as the sequencer powers different batteries. You could also rig the tags to sense the follower's approach and deactivate themselves while turning on the next tag in line. In any case, you end up with an absolute path that won't slide into a different area due to outside forces.

Even if it's not quite what you're looking for, this kind of follower can be fun to experiment with in create mode. You just need some object with a follower set to pursue a tag, a few tags placed in different locations, and some means of turning the tags on and off. You might just connect each tag to a button: it's neat to see the follower fly around in response.
2011-09-07 02:47:00

Author:
Uncuddly
Posts: 237


Uncuddly's method is actually very good, and stable, I've used it for floating platforms. I'll also say that if you stick a max settings tweaked gyroscope on mine, it'll stabilize it, but I have to agree with Uncuddly, if you want something nice and very set. You could even make it so it follows a square path, by sticking a sequencer which connects to 4 followers, which connect to the the four corners of the path through tags and then have another tag on the corners that is the same for all of them and make a tag sensor for it on the sequencer chip, to make it cycle the 4 corners. I think I made this way to confusing, But if my other method or Uncuddly's method don't fit your neeeds, I can elaborate on this one.2011-09-07 02:56:00

Author:
11204
Posts: 111


Brillinat guys, thanks so much for the quick replies.
I'll get to trying this after work today!

Thanks again.
2011-09-07 09:05:00

Author:
Unknown User


I encourage messing with this logic exercise, but a piston would potentially be easier to implement. The bonus with the above logic method is you can place the obstacle anywhere, copy it alter direction, etc.

I guess what I am saying before dropping a microchip ask yourself what the end goal is. A single platform or something you plan to reuse again and again.

Personally, I'd do logic, but once after spending an hour to make something react in a such a way with timers and gyros. I realised that a bolt and a piston got the job done just as capably. Face palm.
2011-09-07 10:03:00

Author:
Mr_Fusion
Posts: 1799


Thanks guys. I've had success with all the above techniques and my level is now plodding along nicely.

I'll no doubt be back yo pester you again soon
2011-09-08 10:16:00

Author:
Unknown User


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