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#1

Reducing a sackbot's speed while in the air

Archive: 9 posts


Need some help again, this time to reduce the sackbot's speed while he's in the air. I have some logic that makes him slide. If you jump while sliding you're able to jump very far because slide increases the speed a bit cause of the mover, and probably the gyroscope too. Now it should be possible to jump a bit further with it, but not so much (especially since he has a double jump skill as well).

So is there a way to only reduce the horizontal speed so he won't be able to jump as far? I've tried activating a mover with some deacceleration when you jump after sliding but this reduces the vertical speed as well which doesn't make it look like a real jump anymore, and it doesn't really work well anyway. Don't really know how else to reduce the speed.

Hope to get some help on this, should be the last thing I need to complete my sackbot.
2011-11-10 00:09:00

Author:
Firehuntah
Posts: 75


You might be able to convince an anti-gravity tweaker to do the work for you. The dampening property of the tweaker will cut down on your speed in general while a small amount of anti-gravity compensates for the restricted vertical movement. You'd only need it for a moment so it should be possible to hide the effect in the beginning of the jump. Dampener diminishes the initial horizontal and vertical speed, anti-grav helps the jump rise to about the right height anyway, and the rest of the leap is down to momentum. Definitely requires some trial and error.

Personally, I'd probably disallow jumping during the slide. How does an action hero even get off the ground while his legs are sliding parallel to it? It always bugged me that Mega Man is so much faster lying on his side!
2011-11-10 00:50:00

Author:
Uncuddly
Posts: 237


Hmm, tricky. As already mentioned the dampener would be one option though that stops vertical movement too. There's probably an easy way to do it though. But I can't think how you could do it with logic alone and achieve the desired effect.

You could maybe do it mechanically using some sort of chain rig. Have some holo/sticker panel follow your sackbot that is pretty long (symmetrical on either side) then have a chain attached to each end also attach to the sackbot, everything invisible of course. When you jump out of a slide you could activate the corresponding winch to pull the sackbot back in the opposite direction. It would be a crude way of doing it, and now I think about it, is it even possible to connect chains to sackbots? When the sackbot hits the ground the winge could relax again.

It could probably be achieved with some combination of speed sensors and movers too mind, but I can't think how without trial and error first.
2011-11-10 01:11:00

Author:
Xaif
Posts: 365


You might be able to convince an anti-gravity tweaker to do the work for you. The dampening property of the tweaker will cut down on your speed in general while a small amount of anti-gravity compensates for the restricted vertical movement. You'd only need it for a moment so it should be possible to hide the effect in the beginning of the jump. Dampener diminishes the initial horizontal and vertical speed, anti-grav helps the jump rise to about the right height anyway, and the rest of the leap is down to momentum. Definitely requires some trial and error.

Personally, I'd probably disallow jumping during the slide. How does an action hero even get off the ground while his legs are sliding parallel to it? It always bugged me that Mega Man is so much faster lying on his side!

Hmm haven't tried anti-gravity tweaker for it yet. Have to go though so will try this tomorrow to see if it'll work better than a mover with deacceleration. Found some other way meanwhile though, I'll post below.

And I'm trying to recreate some game so the sackbot has to be able to jump while sliding since it's possible in the real game as well. Has nothing to do with Mega Man though.


Hmm, tricky. As already mentioned the dampener would be one option though that stops vertical movement too. There's probably an easy way to do it though. But I can't think how you could do it with logic alone and achieve the desired effect.

You could maybe do it mechanically using some sort of chain rig. Have some holo/sticker panel follow your sackbot that is pretty long (symmetrical on either side) then have a chain attached to each end also attach to the sackbot, everything invisible of course. When you jump out of a slide you could activate the corresponding winch to pull the sackbot back in the opposite direction. It would be a crude way of doing it, and now I think about it, is it even possible to connect chains to sackbots? When the sackbot hits the ground the winge could relax again.

It could probably be achieved with some combination of speed sensors and movers too mind, but I can't think how without trial and error first.

Not sure if it's possible to connect a chain to a sackbot and don't think the jump would look smooth like that anyway. Really want it to look like a real jump, while still being slowed down a bit.


Anyway, I've been messing with speed sensors meanwhile and found a way to slow him down a bit (only horizontal). I just used 2 speed sensors for left and right, both set to 0 which activate a mover for 1 second that goes to the opposite direction and only 30% acceleration. Seems to work well, though it still looks a bit weird. Definately better than with a deacceleration mover though since this doesn't affect the vertical speed as far as I can see.

Will still try the anti-gravity tweaker tomorrow to see if it's any better.
2011-11-10 01:38:00

Author:
Firehuntah
Posts: 75


perhaps the angle sensor and speed sensor could be of use here but i haven't a clue how to use them2011-11-10 02:38:00

Author:
GribbleGrunger
Posts: 3910


perhaps the angle sensor and speed sensor could be of use here but i haven't a clue how to use them

Actually I think you might be onto the solution there, with a little bit of trial and error you should be able to setup a speedsensor to activate a gravity modifier and only apply a small amount off dampening to your bot. The speed sensor can be set to trigger either vertically, horizontally or both and the anit-grav can (I think) be tweaked for dampening alone, and if not just apply for example 10 antigrav and 10 dampening. Of course you will have to place both the speed sensor and anit-grav on a separate chip on you main board (so to speak) that only activates through the condition of not touching the ground, I'm sure you can figure that bit out yourself, give it a go, it may or may not work but it's a plan!!
2011-11-10 13:04:00

Author:
CloaknBlagger
Posts: 78


If you have the speed sensor set to detect left and right speed you can use it to determine how fast you are going horizontally

Plug that output into a splitter.
Take the positive output of the splitter and plug it to the negative input of a combiner.
Take the negative output of the splitter and plug it to the positive input of the combiner.

You now have a system that detects your horizontal motion and swaps it around, so left becomes right and right becomes left.

Plug the output of that into an advanced mover with 0% deceleration. This will then exert a force in the opposite direction to which you are moving, slowing you down. You'll need to play with speed and acceleration options on the advanced mover to get it working properly though.
2011-11-10 13:35:00

Author:
rtm223
Posts: 6497


If you have the speed sensor set to detect left and right speed you can use it to determine how fast you are going horizontally

Plug that output into a splitter.
Take the positive output of the splitter and plug it to the negative input of a combiner.
Take the negative output of the splitter and plug it to the positive input of the combiner.

You now have a system that detects your horizontal motion and swaps it around, so left becomes right and right becomes left.

Plug the output of that into an advanced mover with 0% deceleration. This will then exert a force in the opposite direction to which you are moving, slowing you down. You'll need to play with speed and acceleration options on the advanced mover to get it working properly though.

Brilliant!, less of an unknown than my idea and with a greater amount of control possible, go with rtm223's!
2011-11-10 14:22:00

Author:
CloaknBlagger
Posts: 78


If you have the speed sensor set to detect left and right speed you can use it to determine how fast you are going horizontally

Plug that output into a splitter.
Take the positive output of the splitter and plug it to the negative input of a combiner.
Take the negative output of the splitter and plug it to the positive input of the combiner.

You now have a system that detects your horizontal motion and swaps it around, so left becomes right and right becomes left.

Plug the output of that into an advanced mover with 0% deceleration. This will then exert a force in the opposite direction to which you are moving, slowing you down. You'll need to play with speed and acceleration options on the advanced mover to get it working properly though.

I tried this just now but can't really get it to work. The advanced mover keeps activating before I actually reach the speed of the speed sensor which makes the sackbot unable to move. It also seems to only slow down the sackbot at the start, if you keep holding left/right he'll still keep going faster. Also, I assume the output of the direction combiner goes into the horizontal input of the advanced mover? With the on/off input it doesn't do anything.
2011-11-10 15:56:00

Author:
Firehuntah
Posts: 75


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