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#1

Idle-mode for a controllable object in a fast emitting level?

Archive: 13 posts


Hey there. And Seems I got another question that has to do with fast moving emit type levels. In a level where everything is emitted and moving to the left or whatever fast. AKA fast moving emit level. Kinda like the Bee level from LBP2’s Story-mode. But what I want to know is how to control the movement of the object you’ll be controlling in some ways… let me explain. Lets say you are controlling a car, and no, I don’t mean a holo car. also it needs to be on the ground and not flying like the bee from the LBP2 level. and when you are not telling it to move left or right is there a way so it stays on the one spot you last had it on the screen for the most part unless something else pushes it back ETC? I don’t want the car object to fall back to the wall or for it to keep going forward after you let go of the controls. But the type of emitting level I want it in is suppose to be a platforming level, means the car needs to still be able to fall down hills/jump on platforms ETC even if you are not telling it to move whatever way. so what I want more or less is a idle mode for when the car or whatever is not being controlled. so it stays mainly on one spot on screen by it's self. But I’m having a real hard time thinking up how to go about it. *mew2011-12-05 16:48:00

Author:
Lord-Dreamerz
Posts: 4261


100% deceleration on the adv mover you are using. Once you stop controlling it, it will stop moving instantly, but still be able to get pushed aside. That is, if you also use an antigravity tweaker.

This is all based on the assumption that not the object itself is propelling through the level, but the level moving behind it. At least, that is what is happening in the level you are describing. An infinite scroll, they call it.
2011-12-05 20:14:00

Author:
Antikris
Posts: 1340


100% deceleration on the adv mover you are using. Once you stop controlling it, it will stop moving instantly, but still be able to get pushed aside. That is, if you also use an antigravity tweaker.

This is all based on the assumption that not the object itself is propelling through the level, but the level moving behind it. At least, that is what is happening in the level you are describing. An infinite scroll, they call it.

hmm but can the car fall down a hole/pit? the car can and needs to be able to move around. it needs to still be a free moving object that gravity has a effect on. I don't see how the car will be able to fall down a pit or go up a hill with antigravity tweaker and max deceleration on. sorry if i did not make myself clear before but the controllable object can not always stay in one spot, it's not suppose to be a Static object. just one that tries to keep it's self in one area when not controlling it, it's little hard to explain i guess. *mew
2011-12-05 20:53:00

Author:
Lord-Dreamerz
Posts: 4261


Maybe you could model gravity yourself using a mover set to pull the object down to give you more control over how it moves. An impact sensor mounted to the bottom of the object could turn the mover on and off, so if you were to pass over a hole it'd turn on and you'd fall.2011-12-05 21:03:00

Author:
Ayneh
Posts: 2454


Maybe you could model gravity yourself using a mover set to pull the object down to give you more control over how it moves. An impact sensor mounted to the bottom of the object could turn the mover on and off, so if you were to pass over a hole it'd turn on and you'd fall.

hmm still would not go up a hill i think. trying to fake gravity is not a very pretty thing. it looks really fake. and using what you told i'd have to have custom actions for everything that could happen. but i suppose something close to what you said could maybe work if i mess with it and play with the idea a bit. i'll have to go try. *mew
2011-12-05 21:14:00

Author:
Lord-Dreamerz
Posts: 4261


One very easy way is to use a splitter, and use a or gate on the postive side, and a battery into the other imput. Put the or gates output into the postive side of a combiner, and the negitive of the splitter right into the negitive imput on the combiner. Tweak the battery so that it would match the speed of the floor. This uses the real physics by not using any movers.

I might be missing something, but I hope this helps.
2011-12-05 23:04:00

Author:
Unknown User


One very easy way is to use a splitter, and use a or gate on the postive side, and a battery into the other imput. Put the or gates output into the postive side of a combiner, and the negitive of the splitter right into the negitive imput on the combiner. Tweak the battery so that it would match the speed of the floor. This uses the real physics by not using any movers.

I might be missing something, but I hope this helps.

yeah... I suppose that may work. at least for a car like object anyways. thanks~
but any idea what i would need to do if the object was something else wheelless like a box as a example?
*mew
2011-12-05 23:28:00

Author:
Lord-Dreamerz
Posts: 4261


You can just use the same logic, but have an advanced mover as the wheels. Or, you can use the splitter and have two basic movers, which when teaked right, they dont control up or down movements. You can replace the or and battery with a not gate and another mover thats tweaked to the same speed as the floor. A materal tweaker set to 0% friction helps out alot.2011-12-05 23:49:00

Author:
Unknown User


You can just use the same logic, but have an advanced mover as the wheels. Or, you can use the splitter and have two basic movers, which when teaked right, they dont control up or down movements. You can replace the or and battery with a not gate and another mover thats tweaked to the same speed as the floor. A materal tweaker set to 0% friction helps out alot.

tested. the only thing you showed me that works is with when your using wheels. when using a mover instead of the real physics it'll no matter what out run whatever it's on top of no matter the speed setting. seems a mover don't care about physics.
2011-12-06 01:05:00

Author:
Lord-Dreamerz
Posts: 4261


No it will either stop in place or move if there is input.

A half formed idea would be a speed sensor to know how fast the car needs to travel to stay in the middle of the stage. It would be the opposite to direction to the speed of the stage emitter blocks are moving at. Use this with an adder that is linked to you input.

... Or something...
2011-12-06 02:10:00

Author:
Mr_Fusion
Posts: 1799


No it will either stop in place or move if there is input.

A half formed idea would be a speed sensor to know how fast the car needs to travel to stay in the middle of the stage. It would be the opposite to direction to the speed of the stage emitter blocks are moving at. Use this with an adder that is linked to you input.

... Or something...

yeah using a speed sensor to lower the speed/ turn off & on the speed once the car gets to the middle could work. because right now when i use a mover on the car. the car even at a speed of 1 will out run the floor, and the floor is at a speed of 10. :S so clearly i need some other logic to control the movement, but that speed sensor idea could work.
*mew
2011-12-06 02:59:00

Author:
Lord-Dreamerz
Posts: 4261


Ha! I think i found what i needed. i put movers on a looping sequencer when i'm not giving the car or whatever object i'm controlling input to move. it almost perfectly stays in one place... at least for a very long time. *mew2011-12-06 06:17:00

Author:
Lord-Dreamerz
Posts: 4261


That's good to hear, I do have a stage where a flying car stays in place, while things emit, but it is just a static screen and uses movers and antigravity.2011-12-07 04:32:00

Author:
Mr_Fusion
Posts: 1799


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