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restricting cursor movement

Archive: 16 posts


I'm playing around with a move level, and I want to restrict the cursor so that it stays within a bounding box. I tried putting a holo box across all layers and using an impact sensor on the cursor, but the impact sensor never activates.2011-09-15 23:51:00

Author:
tdarb
Posts: 689


I tried putting a holo box across all layers and using an impact sensor on the cursor, but the impact sensor never activates.

You mean you put a tag in the cursor? Impact sensor won't detect a tag on the cursor. I had to create a custom cursor which follows the real cursor, and put a tag on that.
2011-09-15 23:53:00

Author:
Aya042
Posts: 2870


Yea. Only way would be a custom cursor since the Move cursor isn't a physical object. After you make that custom cursor, just make a normal boundary box like every other time.2011-09-15 23:59:00

Author:
Speedynutty68
Posts: 1614


no, I put the tag on the "walls" I made of holo and the impact sensor on the cursor. It's almost as if the cursor has no collision detection ability.2011-09-16 00:00:00

Author:
tdarb
Posts: 689


no, I put the tag on the "walls" I made of holo and the impact sensor on the cursor. It's almost as if the cursor has no collision detection ability.

Read above post... xD Guess you didn't see it...
2011-09-16 00:03:00

Author:
Speedynutty68
Posts: 1614


look at the times on the above posts. You posted as I was typing the reply to aya

Seems silly they wouldn't have that built in.
2011-09-16 00:11:00

Author:
tdarb
Posts: 689


Lol. Yea... Live updating on here would be cool. Especially for new posts...

And I don't know why they didn't have a setting so you could make boundaries for it... :/ Oh well... It's an easy fix... Just put a battery and wire it into a tag labeled 'cursor', then have your Holo or Sticker Panel have a follower in the middle with normal follower settings for 'lag free' movement. Hope I helped at least a LITTLE bit...
2011-09-16 01:08:00

Author:
Speedynutty68
Posts: 1614


no, I put the tag on the "walls" I made of holo and the impact sensor on the cursor. It's almost as if the cursor has no collision detection ability.

Ah. I see.

Well, further to what Speedynutty68 has already said, you're kinda stuffed either way. Even if the Move cursor did have a 'physical presence', I don't think there's a simple way to override its movement, so you're stuck with creating a fake cursor which follows it anyway (giving you the usual one-frame Follower 'lag&apos.

It's possible there's a way to proxy the cursor signals via another cursor from a Sackbot in a Movinator, and frob the signals en route. I did spend some time playing with that in the beta, but my goals* were slightly different, so I'm not sure if it's possible or not.


* FWIW, I was trying to allow a player without a Move controller to control the Move cursor directly using a DualShock, but never managed to find a solution which didn't involve using a fake cursor.
2011-09-16 10:05:00

Author:
Aya042
Posts: 2870


Thanks.

I think I have found a way to make this work, or at least appear to. I can't have the delay. plus if you quickly move the cursor, followers can be very slow to react.

basically I need a rectangular bounding box that is almost the size of the screen. I want the cursor to stop at the edges. Now this is all untested off the top of my head rambling, but it should work if I play around with it some.

To form the box, I take 4 tag sensors set to 270 degree detection range, and place them on the corners with the undetected part in the center (could probably get by with 2, but I like the symmetry of 4). The tag that they detect would go on the cursor. When that tag is detected outside my play area, the tag sensors activate a second tag.

On my moveinator I will have a selector to choose between two cursors; one 0 size/logic, and one for actual use. These are both attached to a selector with 2 ports. Selection 1 has a battery run into it and runs out to my default cursor containing the logic I need. The second selection will be attached to a tag sensor looking for the tag activated by my "borders" and will trigger the disabled cursor. So the cursor is disabled when it goes out of bounds.


Now I just need to make it look right. I don't know if emitters work on cursors, but if they do, I think I can emit a fake cursor to give the illusion that it never leaves.

Like I said, it's not complete. In theory it should work.
2011-09-16 10:56:00

Author:
tdarb
Posts: 689


Like I said, it's not complete. In theory it should work.

Sure. If you don't care that your cursor becomes invisible when it leaves the bounding box, it sounds like a pretty sound idea to me.

Another option, which I'd definately recommend for smaller bounding boxes, would be to have the cursor change to a different image (like a no-entry sign or somesuch) when it's outside the box, which would provide better visual feedback to the user.

I think if you're trying to aim the Move at a point close to the edge of the box, unless you have a really steady hand, the cursor is gonna wobble either side of the edge, and having it go invisible is gonna make it trickier to use.
2011-09-16 11:15:00

Author:
Aya042
Posts: 2870


You would have to use an object that follows the cursor around (using a follower). That object will react to collisions, but doesn't necessarily need to have physical properties (read: sticker material, holo). Then, your favorite movement restriction tutorials can be applied to that object. May I recommend the one in my sig?2011-09-16 12:24:00

Author:
Antikris
Posts: 1340


could you not use a bounding box very similar to the old method of impact use tag sensors with a number of tags on each side so they may not "manuever" their way thru.and then just disable tilt controls in that direction. sounds to me like itd wrk pretty good.2011-09-16 18:23:00

Author:
Unknown User


I haven't read any of the "movement restriction" tutorials so this may be old information, but I this is what I did that works well in my FPS (http://lbp.me/v/5wm543) game.

First make holo strips around your playable area. Put tags all around the border of the area you want the cursor to remain in. Put a tag sensor on the cursor chip. Have the tag sensor activate a follower set to flee the same tag. Set the follower to 1 greater max. detection radius than the tag sensor so the cursor wont get stuck. You might have to play with detection range and tag spacing and speed but the effect should be the cursor will "bounce" off the invisible borders but remain visible and in the players control at all time. Note: all this is using a holo cursor with a regular controlinator on it. I'm not sure if this works for the move cursor since your "move" movement might override the follower movement. I will try it tonight when I finish the move friendly version of my game.

Also your top and bottom borders can just be a small peice of holo with a couple tags and a follower set to follow the cursor but not allow up/down movement. Just set it at the height you want. Saves a lot of tags!
2011-09-19 05:13:00

Author:
Death_with_an_H
Posts: 72


I haven't read any of the "movement restriction" tutorials so this may be old information, but I this is what I did that works well in my FPS (http://lbp.me/v/5wm543) game.

First make holo strips around your playable area. Put tags all around the border of the area you want the cursor to remain in. Put a tag sensor on the cursor chip. Have the tag sensor activate a follower set to flee the same tag. Set the follower to 1 greater max. detection radius than the tag sensor so the cursor wont get stuck. You might have to play with detection range and tag spacing and speed but the effect should be the cursor will "bounce" off the invisible borders but remain visible and in the players control at all time. Note: all this is using a holo cursor with a regular controlinator on it. I'm not sure if this works for the move cursor since your "move" movement might override the follower movement. I will try it tonight when I finish the move friendly version of my game.

Also your top and bottom borders can just be a small peice of holo with a couple tags and a follower set to follow the cursor but not allow up/down movement. Just set it at the height you want. Saves a lot of tags!

move cursor can only be controlled by a move controller, followers dont work, movinator inputs on a sackbot dont work, there is no way you can alter the movements of the cursor using logic, the only option is to fake it using a sticker panel cursor, or as others have suggested change the active cursor while outside the intended play area
2011-09-19 08:12:00

Author:
evret
Posts: 612


if the inputs on a sackbot don't work then how did mm get the sackbot in the move story to utilize the brane crane? why would the give us the option to utilize the movinator on a sackbot. also, something I just dixcovered is that the cursor will restrict itself to stay inside the camera view. so all you need to do is retrict the camera and you will then have your move movement restriction.2011-09-19 17:10:00

Author:
Unknown User


if the inputs on a sackbot don't work then how did mm get the sackbot in the move story to utilize the brane crane?

What he means is, you can't use the inputs on a Sackbot to control the Move Cursor directly, but you can still use them for other things, like controling a Brain Crane.
2011-09-19 17:57:00

Author:
Aya042
Posts: 2870


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