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#1

Sackbot randomly entering controllinators.

Archive: 6 posts


For some reason, my sackbot that I am using for the player, is randomly entering every controllinator it finds, which is very annoying. Does any one have any ideas, I already check and the controllinator is not on automatically enter2011-11-19 06:20:00

Author:
dogcity999
Posts: 86


If the sackbot is allowed to enter controlinators, then he will enter automatically no matter what. Just change the setting on your sackbot so that it can't enter. It's down at the bottom with powerups.2011-11-19 06:49:00

Author:
Speedynutty68
Posts: 1614


Here is another thing you may want to try: wire a signal to the bottom input of the controlinator to disable it. You can cook up your own custom logic to decide when and when not to allow a sackbot in there.

Speedynutty68's reply is valid and will work guaranteed, but I think there are plenty of reasons to decide to keep the logic for activating a controlinator near that controlinator. Example: bot needs to turn into superbot before he can enter? Stick that logic on the bot. Key code needs to be entered before the controlinator next to it can be used? Stick that logic outside the bot. You can even combine them: keycode might have been entered but the bot will not be able to enter until he changed to superbot.
2011-11-19 08:59:00

Author:
Antikris
Posts: 1340


Hmm, I need the Sack Bot to be able to choose which controllinator to get into. What I have is a helicopter type thing, with 2 gunner seats, and a cockpit. The point of the controllinators on the side that he is getting stuck in, is so that if there are more people, the can be gunners and help out. Is there any way or should I just scrap the sackbot and go back to the player. The reason I want to keep the sackbot is because then I can program health from paintballs into him.2011-11-19 14:24:00

Author:
dogcity999
Posts: 86


Hmm, I need the Sack Bot to be able to choose which controllinator to get into. What I have is a helicopter type thing, with 2 gunner seats, and a cockpit. The point of the controllinators on the side that he is getting stuck in, is so that if there are more people, the can be gunners and help out. Is there any way or should I just scrap the sackbot and go back to the player. The reason I want to keep the sackbot is because then I can program health from paintballs into him.

Check my tutorial on Nearest Player Controlinators (signature). You can stick one of these onto your mountable controlinator and emulate the triangle behavior that players experience with controlinators. Use the triangle control from the nearest player DCS to activate the mountable DCS.

Alternatively, you have the player follow their bot invisibly (holo block). That DCS the player is in is sending, so you could set the triangle control to enable the bot to mount the DCS.
2011-11-19 19:34:00

Author:
Antikris
Posts: 1340


What do you mean by DCS? I will check out the tutorial later when I get back to my PS32011-11-19 21:33:00

Author:
dogcity999
Posts: 86


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