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Use Brain-Crane in your levels without Move
Archive: 31 posts
Hey just wanted to talk about a Fun little tidbit some of you may or may not have known. Lets say you'd like to use the Brain-Crane in your level without the user having to need a Move? well no problem, Long as your OK with it being a Sackbot level anyways. just take out a movinator and the hook the wires to normal buttons, like R1 or whatever on a DCS. *mew if you hook up everything right and easy. and set a controlled bot to be able to use the Brain-Crane, you can now make levels using the Brain-Crane without the user needing to turn on a Move. I've no idea how many people know about this, as i've not heard people talking about it. but for these who did not know, I'm just telling ya, was something I found-out just today. *mew- Edit: step by step basic tutorial. So here are all the basic things you can to do in order to make a Bot level with a Brain-Crane without the player needing a Move controller. Step 1: create yourself a basic controllable Sackbot... you know the dill. a transmitting controllernator on a block or whatever and a receiver controllernator on the Bot. set to the same color in the settings of course. Step 2: place a Movinator also on the Bot. Step 3: hook the outputs from the receiver controllernator to the inputs of the Movinator. here's a basic button set up below that should get you started good. Hook R2 to the T button. Hook Right stick Left/right to the Horizontal rotation Left/right Hook Right stick Up/down to the Vertical rotation Up/down... there, done. but them control setups may not be the best. keep messing around until you come across something you like good. now just sit down a grabbable material. jump in the controllernator on the block and pickup the material, ETC. it'll work just fine. there ya go. have fun. *mew Here's a pic below to help ya see it all little better. http://www.freewebs.com/chaoswinds/Sozo/Part2/A%20Photo_132.png PS: Seems there may be a bug where the way I shown won't work, if so, then do 1 of the following below. 1: Here’s the most easy fix. Remapping all the controls. Here is what I mean. Set the controllernator on the Bot to override-bot "NO" Then connect all the normal controls over to the movinater. Example. Hook the DCS left analog stick to the left analog stick on the movinater, ETC. Until you got all the button controls you want to be useable set up working. 2: here's yet another way to fix it if you can't get what I shown in the pics to work. pick up the DCS on the Bot and move it around a bit, then place it back down. and maybe do so to the movinator on the bot as well. at least that was 1 way that fixed it for me when I got the problem. 3: again, another way that can work. change the receiver controllernator override sackbot to no. then add another receiver controllernator and set it to override sackbot to yes. then put it right next to the DCS and Movinator on the bot. | 2011-09-20 18:52:00 Author: Lord-Dreamerz Posts: 4261 |
put this in the tutorial section, it'll be lost here and it's interesting | 2011-09-20 18:54:00 Author: GribbleGrunger Posts: 3910 |
put this in the tutorial section, it'll be lost here and it's interesting Don't know If I'd count this as a tutorial... but whatever is fine with me~ also I'm pretty sure the topic will get lost no matter where it's resides at. *mew | 2011-09-20 19:01:00 Author: Lord-Dreamerz Posts: 4261 |
Don't know If I'd count this as a tutorial... but whatever is fine with me~ also I'm pretty sure the topic will get lost no matter where it's resides at. *mew well yeah it will eventually get lost but it stands more chance of being seen in the tutorial thread. i didn't know this and i'm sure many others didn't either | 2011-09-20 19:03:00 Author: GribbleGrunger Posts: 3910 |
i didn't know this and I'm sure many others didn't either Cool to know~ I just found out by playing around in create-mode like always. was feeling to lazy to turn on my Move in order to mess with the Brain-Crane. so I was thinking well... Bots can also use the Brain-Crane so I see no reason we can't remap the buttons to a normal controller. and boom! easy pie~ if ya want I can go make a real tutorial later to show everything step by step... even though honestly it's not hard to think how to set it all up. *mew | 2011-09-20 19:12:00 Author: Lord-Dreamerz Posts: 4261 |
get it done quick, i'm sure there will be many people already considering expanding on what they just read here... i promise you i won't heck, i couldn't lol | 2011-09-20 19:17:00 Author: GribbleGrunger Posts: 3910 |
get it done quick, i'm sure there will be many people already considering expanding on what they just read here... i promise you i won't heck, i couldn't lol Ok then. I'll try to have it up in a hour or 2. *mew | 2011-09-20 19:25:00 Author: Lord-Dreamerz Posts: 4261 |
Ok then. I'll try to have it up in a hour or 2. *mew lol... what's with the *mew? | 2011-09-20 19:34:00 Author: GribbleGrunger Posts: 3910 |
lol... what's with the *mew? Somehow I get the feeling you've no idea who I am. *mew | 2011-09-20 19:40:00 Author: Lord-Dreamerz Posts: 4261 |
Somehow I get the feeling you've no idea who I am. *mew ok, so i'm intrigued, fill me in on who you are | 2011-09-20 19:43:00 Author: GribbleGrunger Posts: 3910 |
ok, so i'm intrigued, fill me in on who you are xD I'm Fumetsusozo~ the silly heaven-dragon guy~ I'm very active on this forum. I post here almost everyday for over a year now... :0 and I'm very well known for my way of talking/mewing if you will, on here... and a good handful of other places. xD *mew | 2011-09-20 19:48:00 Author: Lord-Dreamerz Posts: 4261 |
lol... now i fully understand *woof | 2011-09-20 19:53:00 Author: GribbleGrunger Posts: 3910 |
Simple Tutorial added to OP. If mods like to move this topic to the tutorials section. Go ahead. *mew | 2011-09-20 20:23:00 Author: Lord-Dreamerz Posts: 4261 |
This? (http://lbp.me/v/6-xr3d) | 2011-09-20 21:29:00 Author: lve_msg Posts: 408 |
This? (http://lbp.me/v/6-xr3d) This what? I've not really played other people's levels yet sense MovePack came out. So i've no idea what that level is about. And like I said. I've not seen people talk about it on this forum yet to my memory. anyways this is a just a small helpful tip for LBPC readers. never said I came up with the idea first. *mew | 2011-09-20 21:37:00 Author: Lord-Dreamerz Posts: 4261 |
Awesome. I was going to do something like this myself, but looks like you saved me the hassle of figuring it out. Cool. Only question I have - any draw backs with multiplayer? | 2011-09-20 22:05:00 Author: CYMBOL Posts: 1230 |
Only question I have - any draw backs with multiplayer? Should not be. Just like DCS you can have up to 8 movinators signals i believe. So everything should work out fine. *mew | 2011-09-20 22:29:00 Author: Lord-Dreamerz Posts: 4261 |
lol... now i fully understand *woof *woof - Thank you, that just cracked me up! Well said ^^ | 2011-09-20 23:02:00 Author: Slaeden-Bob Posts: 605 |
This what? I've not really played other people's levels yet sense MovePack came out. So i've no idea what that level is about. And like I said. I've not seen people talk about it on this forum yet to my memory. anyways this is a just a small helpful tip for LBPC readers. never said I came up with the idea first. *mew It's my level showing same thing, this thing is known since Move Beta but go ahead, i guess nobody minds that, it not mine discovery either ^^ | 2011-09-21 00:17:00 Author: Shadowriver Posts: 3991 |
It's my level showing same thing, this thing is known since Move Beta but go ahead, i guess nobody minds that, it not mine discovery either ^^ Well people outside of the beta like me had no idea what people did in the beta~ Only EU people got in after all. NA people like me were left out. *mew | 2011-09-21 00:46:00 Author: Lord-Dreamerz Posts: 4261 |
I must be doing something wrong cause I can't aim. R2 just waves my arm. | 2011-09-21 04:44:00 Author: CYMBOL Posts: 1230 |
I must be doing something wrong cause I can't aim. R2 just waves my arm. Its probably what Davetiye said, not that i really understand it. lol Fumetsu didn't mention that you have to disable override sackbot on the controllinator and leave it enabled on movinator. ; ) Wich means you have to put another controllinator to override the sackbot so you can move. | 2011-09-21 07:56:00 Author: zupaton Posts: 167 |
This is an interesting tutorial. Not so much for how to circumvent the use of a Move controller, but for how to create a basis for A.I. controlled sackbots using Brain Cranes. (Higginbottom) "Here, little sack person, I will show you how to use this strange device and get those delicious socks I see up there." | 2011-09-21 09:11:00 Author: Antikris Posts: 1340 |
Its probably what Davetiye said, not that i really understand it. lol Fumetsu didn't mention that you have to disable override sackbot on the controllinator and leave it enabled on movinator. ; ) Wich means you have to put another controllinator to override the sackbot so you can move. Odd. I'm now getting this problem myself... But there's nothing more then what I shown in my pics... it most be a setting i changed... hmm. can't remember what I did. I should not have deleted the bot after posting this topic. xD *mew Edit: I added the other-way you can do it on OP. as I can't remember the first way I got it to work was. Edit2: It's a bug... I got the first way I shown working again in my level... but to test it I made yet another bot from the ground up. with the same settings as the 1 i got to work again... and it don't work on this new bot. | 2011-09-21 09:50:00 Author: Lord-Dreamerz Posts: 4261 |
So, adding a controllinator with the setting set as you described will work properly? I got the one from Shadows level, but it does require set up. Luckily I had a logic friend who was able to get us a working version. Shadows version doesn't come ready to go out of the box. However, compared to using the actual Move, the controls aren't as smooth, so I'm still curious about this version to see if its any better. | 2011-09-22 16:49:00 Author: CYMBOL Posts: 1230 |
So, adding a controllinator with the setting set as you described will work properly? I got the one from Shadows level, but it does require set up. Luckily I had a logic friend who was able to get us a working version. Shadows version doesn't come ready to go out of the box. However, compared to using the actual Move, the controls aren't as smooth, so I'm still curious about this version to see if its any better. No it will never be 100% as smooth as using the MOVE. also like I said. the reason you could not get what I shown to work because it's buggy... it needs to be tested better by someone and reported. like I own two bots with the 100% same logic. one works.... and other does not. but here's yet another way to fix it if you can't get what I shown in the pics to work. pick up the DCS on the Bot and move it around and place it back down. and maybe do so to the movinator on the bot as well... I tried it last night. and that got it working again for me. *mew PS: that fix is only for the first version shown in the pics. I've no idea what happens when you try this on the version with the 2 DCSs. | 2011-09-22 22:04:00 Author: Lord-Dreamerz Posts: 4261 |
instead of using the second controlinator you should just wire up the rest of the controls from the controlinator to the movinator, thats how i was doing it in the beta, but havnt done it since it was released | 2011-09-24 04:18:00 Author: evret Posts: 612 |
instead of using the second controlinator you should just wire up the rest of the controls from the controlinator to the movinator, thats how i was doing it in the beta, but havnt done it since it was released Care to explain yourself in more detail? I don't really know what your talking about. if your talking about the first way i told how to fix it if the way shown don't work. then it's like I said. all the player has to do is mess around a little by moving the DCS on the Bot's logic board ETC. connecting DCS to Moveinators just has a bug right now. and it's nothing that's hard to fix. just gotta play around some until ya get it working. *mew | 2011-09-24 15:24:00 Author: Lord-Dreamerz Posts: 4261 |
Care to explain yourself in more detail? I don't really know what your talking about. if your talking about the first way i told how to fix it if the way shown don't work. then it's like I said. all the player has to do is mess around a little by moving the DCS on the Bot's logic board ETC. connecting DCS to Moveinators just has a bug right now. and it's nothing that's hard to fix. just gotta play around some until ya get it working. *mew i mean wire the left stick of controlinator to the analog stick on the movinator, X to move button, R1 to move trigger, d-pad to d-pad etc . then have the controlinator set to not override bot, and movinater set to override bot | 2011-09-24 15:51:00 Author: evret Posts: 612 |
i mean wire the left stick of controlinator to the analog stick on the movinator, X to move button, R1 to move trigger etc . then have the controlinator set to not override bot, and movinater set to override bot Ahh... OK I see... That indeed works, i've just tested. hmm... that would be a better fix then what I had put. I'll go edit my post to include it as a fix. thanks. *mew PS: you don't need to set movinater set to override bot. because of the setup, it does nothing. | 2011-09-24 16:04:00 Author: Lord-Dreamerz Posts: 4261 |
Didn't think of this, it's very clever and great for people without a Move. It does rely on using Sackbots, which in past experience has led to problems personally, but still, very well done. | 2011-09-25 11:35:00 Author: kirbyman62 Posts: 1893 |
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