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Sackbot jump height
Archive: 8 posts
Hi everybody, I've had a look around and have found loads of info on changing the height of a sackbot's jump to be higher, but I want mine to have a lower jump in certain situations. I'm working on a level with different scales, I've got a giant sackbot that jumps at a height that looks the same height as a normal sackbot relative to it's size, but when I try to do the same for my tiny sackbot, it jumps at the same height as a normal sized sackboy rather than half the height. Does anybody know how I can fix this? Also, I'm scaling their run speeds too, but I think I've got a problem with that too as when I jump while running, my sackbot just glides through the air until I stop pressing a direction! Is there a better way to do the movement left and right than using a move object? | 2011-10-07 14:57:00 Author: Unknown User |
Could you not mess with the gravity, or is that needed elsewhere? | 2011-10-07 15:45:00 Author: kirbyman62 Posts: 1893 |
I'd prefer not to have to mess with gravity really as if there are multiple players, they're not all going to be the same size at the same times, which could be part of my puzzles, ie having a small player going under low obstacles while a larger one jumps up to a high button or similar. I think I've got my checkpoints working for both sized bots now, I can press a button and when my bot dies, it will spawn a new one of the correct size. Now to make pressing the button automatically shrink or grow them instead of respawning them at the nearest checkpoint | 2011-10-07 16:27:00 Author: Unknown User |
...when I try to do the same for my tiny sackbot, it jumps at the same height as a normal sized sackboy rather than half the height. Does anybody know how I can fix this? You can create the effect of increased gravity on a single object by attaching a Mover with a negative up/down speed. Play around with the Speed and Acceleration options until you find something which looks right. You should probably leave Deceleration at zero tho'. Is there a better way to do the movement left and right than using a move object? There's a tweak option for a sackbot called "Walking Speed", although for some reason it only seems to work for values over 100% - I might be doing something wrong tho'. | 2011-10-09 04:05:00 Author: Aya042 Posts: 2870 |
I did this for my RPG. It's pretty glitchy logic but it works. For the most part. Here's a picture... Though I'm probably going to get flamed by everybody saying "Speedy, that's just way too complex. There is a much, much easier way to do it." But I don't care. My logic works for me just fine. You just have to tweak it a little... xD http://ib.lbp.me/img/ft/4ab2d00f19bc866c12f88a6a4b6fdaa106998eb1.jpg Hmm... The sticker notes I put on the chip didn't show up... Oh well... So... The top jumbled area is for left/right movement. Decided to use normal movers instead of an advanced just because I'm an individual like that. And the bottom jumbled section is for jumping. The top mover is up/right, the middle is up, and the bottom is up/left. And obviously the in/out movers are for the in and out movement. I forget why I needed them... But there was an issue without them... I love spoiler tags way too much... xD | 2011-10-09 07:38:00 Author: Speedynutty68 Posts: 1614 |
Well you could try a Gravity Tweeker from tools bag. It works for me so far. Just don't do everything i sugest couse i'm quite new at common and advance logic. But i've figured the Gravity Tweeker, I think, but i'm still worki'n on it, but it works so far anyway. | 2011-10-09 08:24:00 Author: Thug_Life_EQ Posts: 181 |
Use a dampening tweaker (anti gravity tweaker) that activates when you jump. That only affects the object rather than being a global effect so multiplayer will work fine. | 2011-10-09 12:56:00 Author: Xaif Posts: 365 |
You could have a mover which is set to go upwards, but only have it activated for a few seconds. This would be activated whenever the player presses X. For example: PRESS X > COUNTER SET TO 1 > ACTIVATES MOVER & TIMER > TIMER RESETS COUNTER, therefore making the mover stop working, and the sackbot falls to the ground again. Then just play with this until you get what you want? For moving the Sackbot Left/Right, try using an advanced mover - this works very well for me. You would, however, need to ensure that the sackbot was not set to copy the players movements exactly... | 2011-10-10 01:16:00 Author: standby250 Posts: 1113 |
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