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#1

How do I make a sackbot that walks untill a hold a button down to make him run?

Archive: 12 posts


I'm having a bit of trouble, I need to make a sackbot that, only walks when you push the analog stick down all the way untill you hold a button, which makes him run when input from the analog stick is made, like a character that walks normaly but runs when you hold down R1 for example any help is appreated, thanks in advance :arg:2011-11-29 04:27:00

Author:
Unknown User


Hook R1 on your bot's controlinator to a behavior chip set to fast speed walking. Also wire it to a NOT gate and wire that gate to another behavior chip set to slow speed walking.2011-11-29 07:42:00

Author:
Antikris
Posts: 1340


I don't think the Sacbot Movement Speed setting has any effect when you control the bot with a DCS? I think this only applies if you are using the bot AI to govern the movement of the bot.

You could reduce the signal from the Left Stick (perhaps divide it by two?) UNTIL the player holds R1, which would let the full unmodified signal pass through to the bot. But seeing as dividing signals by two while still taking into account the sign (+ or -) of the signal is no easy task in LBP2, I'd say ignore this approach.

In stead, you can simply cap the signal at a lower value (70% works well for walking), until you press R1, and the full signal goes to the bot.
Doing is not a walk in the park either, but considerably easier than having to resort to division. I'll try to post an image of a possible setup when I get home tonight
2011-12-01 10:50:00

Author:
Slaeden-Bob
Posts: 605


I don't think the Sacbot Movement Speed setting has any effect when you control the bot with a DCS? I think this only applies if you are using the bot AI to govern the movement of the bot.

You could reduce the signal from the Left Stick (perhaps divide it by two?) UNTIL the player holds R1, which would let the full unmodified signal pass through to the bot. But seeing as dividing signals by two while still taking into account the sign (+ or -) of the signal is no easy task in LBP2, I'd say ignore this approach.

In stead, you can simply cap the signal at a lower value (70% works well for walking), until you press R1, and the full signal goes to the bot.
Doing is not a walk in the park either, but considerably easier than having to resort to division. I'll try to post an image of a possible setup when I get home tonight

yeah, that's what i was thinking. i'm sure i've tried it and it just wouldn't move as set. when you say divide, i'm assuming you mean a signal that is broken 50% of the time (on off, on off, so to speak) rather than an analogue signal that is at 50% strength? i haven't had a need to try this but just to clarify, would reducing the analogue signal by 50% actually have an effect or would it just read it digitally as on/off?
2011-12-01 14:10:00

Author:
GribbleGrunger
Posts: 3910


He means an analog signal at 50% strength. Sackbot running speed does respond to analog values; after all, joystick inputs are analog, and the joystick's tilt does affect their running speed.2011-12-01 20:57:00

Author:
Blue Helmet
Posts: 306


sackbot walking speed affects the sackbot regardless if it's controlled by a dcs or not, the method antikris suggested would work just fine, i used this method on my recent jak sackbot so I know it works2011-12-02 04:53:00

Author:
damaz10
Posts: 771


He means an analog signal at 50% strength. Sackbot running speed does respond to analog values; after all, joystick inputs are analog, and the joystick's tilt does affect their running speed.

oh, i didn't know that. is there a way to get sackbot/sackboy to move at 150? or can you only slow them down?
2011-12-02 08:54:00

Author:
GribbleGrunger
Posts: 3910


sackbot walking speed affects the sackbot regardless if it's controlled by a dcs or not, the method antikris suggested would work just fine, i used this method on my recent jak sackbot so I know it works

Yeah, I just tested this, and Antikris' suggestion does work just fine, plus is way easier than my two approaches.

I could have sworn that the speed setting didn't affect player control, but maybe this has been changed in a recent patch?
Or maybe I'm just getting old

EDIT: But awesome that this setting now works in all cases! - It's always such a nice thing when the game actually behaves as you'd expect it to
2011-12-02 09:27:00

Author:
Slaeden-Bob
Posts: 605


wait?! so it DOES work? i'm sure i tried setting the sackbot to walk 150 speed and it wouldn't do it... and that was only two weeks ago2011-12-02 18:40:00

Author:
GribbleGrunger
Posts: 3910


It didnt used to work but now it works fine! and the 150% speed does work but dosnt really look like it is.

Best way to show you is to make another sackbot (set to 100% speed) set to follow your controlled sackbot (set to 150% speed) then run! you'll notice the difference as your sackbot slowly goes further and further ahead!
2011-12-02 21:43:00

Author:
danx87
Posts: 59


It didnt used to work but now it works fine! and the 150% speed does work but dosnt really look like it is.

Best way to show you is to make another sackbot (set to 100% speed) set to follow your controlled sackbot (set to 150% speed) then run! you'll notice the difference as your sackbot slowly goes further and further ahead!

just to verify we are talking about the same thing. i'm talking about a sackboy controlled by the player using holo material, controlinator, tag and follower. not the rather clumsy camera method.
2011-12-03 11:37:00

Author:
GribbleGrunger
Posts: 3910


Just get an advanced mover, then ad an AND gate. Attach the control stick (left/right obviously) and R1 (assuming that's the button you want to hold down to run). Then adjust the advanced mover's speed to your liking. Oh yeah, make sure you attach it to the left/right speed.2011-12-03 15:16:00

Author:
lark98-2
Posts: 116


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