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Multiple path-Tube Bot-logic help?
Archive: 15 posts
Hey there. I need little help. I created a while back a topic asking how I could make a bot that could get sucked up in tubes or in anything that I?d want the bot to move in a pattern set of lined movements. But the logic I made that while back is not good enough for what I need it for now. I?d like the player to be able to enter the pipe or whatever from more then one end, like for example, for it to be able to return to the left side of the pipe after it entered the right side and so on. Most tube bot logic I know of are only one way trips. So I?d really like to know how to make it better and more well controlled. Any ideas? *mew | 2011-11-11 19:24:00 Author: Lord-Dreamerz Posts: 4261 |
Different tags for different sides, perhaps a toggle.. It would seem that simple unless I'm confused, which is very well likely. | 2011-11-11 19:28:00 Author: CYMBOL Posts: 1230 |
Different tags for different sides, perhaps a toggle.. It would seem that simple unless I'm confused, which is very well likely. yeah... i may have to end up doing something like that if i'm not able to think of anything else. and sense i need to recreate my logic anyways. i wonder what one of these two i should go with. 1: tag followers. or 2: basic movers. *mew | 2011-11-11 19:35:00 Author: Lord-Dreamerz Posts: 4261 |
This seems to work ok. http://i92.photobucket.com/albums/l37/Corporeal/eb81cd6e.jpg The blue tag sensors are set to 180 degrees and rotated so the radius covers the tube. The sensor radius is set so it covers most of the tube but not the green tag on the other end. Each tag sensor activates the tag on the other end of the tube while deactivating each other. | 2011-11-11 20:46:00 Author: Ayneh Posts: 2454 |
hmm. interesting. i'll go test it. but it looks like that is a 2 way pipe. what happens if i needed a 3way pipe? and what happens if the pipe is a loop de loop shape? Edit: then if i were to ever add Multiple players then all of this gets even harder. | 2011-11-11 20:50:00 Author: Lord-Dreamerz Posts: 4261 |
For different shapes you could activate a selector which is wired to tags along the pipe and activate them in order. A sequencer would work too but I dunno if you can play sequencers in reverse or not. The 3-way pipe is making my head hurt. I guess it'd be much the same only you'd have to deactivate 2 tag sensors instead of 1? | 2011-11-11 21:03:00 Author: Ayneh Posts: 2454 |
If you have branching paths, here's something just off the top of my head. It may work, or may not, but it can't hurt to mention. Lay out your tags to follow in the pipes, and have tag sensors attached to them so you can activate each tag individually. Label these sensors uniquely so each one is different. Now put a follower and look at rotator on your sackbot. The initial setup may take a while, but now you can just lay out tags on a sequencer to activate the path tags in any order you want and your sackbot will follow them in the order of the sequencer you activate. Edit-Dangit Ayneh, you beat me to it. | 2011-11-11 21:15:00 Author: tdarb Posts: 689 |
haha... i have no idea. this stuff confuses me. but i'll go try what you guys said. | 2011-11-11 21:16:00 Author: Lord-Dreamerz Posts: 4261 |
I have something working... http://i92.photobucket.com/albums/l37/Corporeal/3f8ffb71.jpg Uhm... each entrance has a tag sensor that when activated starts a selector, the selector is cycled each time the sackbot arrives at an activated tag which activates the next one in the sequence until it reaches an exit which resets the system. Do you want me to send it to you or post better pictures? | 2011-11-11 22:09:00 Author: Ayneh Posts: 2454 |
whatever is more easy for you. but i think what tdarb may work. i'll try to make what he told me. and i'll see how yours work too. remember. what i want most is changeability, so i can easily make different things. | 2011-11-11 22:20:00 Author: Lord-Dreamerz Posts: 4261 |
You could maybe use the move recorder if you have the move pack. Use the recorder to cover every possible path by means of invisible holo/sticker panel with a tag on it. When needed, activate an emitter that spits out the tag recording you want and have the bot follow. It could make it look even more natural too as when you get sucked up the pipe instead of following the path in an orderly fashion, the natural 'jaggedness' of your hand during the recording will make it look less uniform. | 2011-11-11 22:29:00 Author: Xaif Posts: 365 |
Ok update. I looked at what you sent me Ayneh, it’s interesting. But it sometimes errors, it’s not easily editable. It don’t seem to be multi-player friendly, and it had wires coming out of the bot to some logic in the pipe. So I’d have to edit it maybe tons before I’d even think about using it. But I’m thinking it’s not what I need from looking at it, thanks for trying though. *mew Tdarb, I still need to try out your idea, it may take me a bit, as it sounds little confusing to me offhand. Xaif, your way sounds like it’d work well enough. But sense I like to make sure most of my bot logic is multi-player friendly if possible, even if the level ends up being single player by the end of it all, I just like knowing i have the option of both. so that means I’ll have to add little on to what you said. I’ll have to have the bot follow a piece of emitted record holo and I’ll have to make sure it knows what bot activated it, Player-1,2,3, or 4. Little tricky but so far I think your idea sound most easy maybe. I’ll try it out soon. *mew | 2011-11-12 05:28:00 Author: Lord-Dreamerz Posts: 4261 |
Tdarb, I still need to try out your idea, it may take me a bit, as it sounds little confusing to me offhand. Send me a request tomorrow afternoon/evening. I'm 1 hour ahead of you. I'll set up something to show what I mean. | 2011-11-12 08:47:00 Author: tdarb Posts: 689 |
Send me a request tomorrow afternoon/evening. I'm 1 hour ahead of you. I'll set up something to show what I mean. i cant join others right now thanks to the type of internet i'm using, sorry. anyways i came up with a good idea on how i want to do it now. i'm putting yours and Xaif's idea together. i'm having the bot follow emitted blocks of holo that have sequencers with movers in them. and to make it all multi-player friendly, i just set up some simple logic that is like this. pipe sees the bot and emits the holo block, then the holo block checks the player# AKA the tag# inside the bot. then it turns on a follow me tag inside the holo block for the number of players it saw, Player-1,2,3,4. and of course another way i could do that bit would be to just to make every copy of holo block to have 4 versions of every movement pattern, one copy for every player tag. there i'm done, i think i got what i needed. thanks guys. *mew | 2011-11-12 16:51:00 Author: Lord-Dreamerz Posts: 4261 |
I looked at what you sent me Ayneh, it’s interesting. But it sometimes errors, it’s not easily editable. It don’t seem to be multi-player friendly, and it had wires coming out of the bot to some logic in the pipe. So I’d have to edit it maybe tons before I’d even think about using it. But I’m thinking it’s not what I need from looking at it, thanks for trying though. *mew No problem, and yeah it wasn't ideal. An idea I had for multiplayer support was maybe it was possible to transmit instructions to each player individually and use movers though it could turn out to be complicated, but sounds like you have a good idea for how you want it to work now. | 2011-11-12 19:03:00 Author: Ayneh Posts: 2454 |
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