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#1

bot logic - disabling one side of right stick?

Archive: 4 posts


Evening Sackfolk!

I'm currently working on my Jak II bot for my little project I started just short of a year ago. I have sat and worked out my logic which I probably stopped working on around March.
Finally worked through my Jak bot and sorted him out with a High+Long jumping chip and a double jump free from wall climbing problems.
Last problem with what I've finished so far is the paintinator gun. I've managed to rig some stuff up to make it fire a laser type projectile. Problem is despite all my fiddling and tinkering I can't fix my bot!
I've got the bot set up that he remains facing in the direction last travelled. I've also got it set so he points his gun in the direction last travelled. The problem is that to make the gun aim/fire correctly I have used two emitters - one either side. For some reason when I face the bot left it will only aim left and if you push the right stick to the right it will not aim right. Despite using identical logic, when facing right he will point and shoot right when at rest and will happily aim to the right but will also aim left (which results in the right side emitter firing projectiles one way whilst the gun is being pointed the other).

Is there a simple way to make the game ignore the left side of the right analogue stick when the direction last travelled is right?

i.e.
If last direction travelled is right, ignore negative input from right stick
If last direction travelled is left, ignore positived input from right stick

hope someone can help!
thanks,
Steve
2011-12-20 20:52:00

Author:
Unknown User


I would just two different controllinators, one is set to receiver, one is set to not remote. The remote one must not be on sackbot override, but the other one has to (even if the option is grey, it still works). Now wire the controls from the receiver to the overrider's inputs, which means every button except the right stick. Then, hook the right stick's L/R output to a divider, and hook each output to a different input on a selector. Then run these through a combiner and into the overrider's L/R input. I've had the same problem Though it's not really precise since it shoots either left or right, no in-between. If it's for the red gun, it's all right.2011-12-20 23:40:00

Author:
Unknown User


It'll aim on the left or right though won't it?
It's not too dissimilar from the original game anyways - that only let you shoot something higher from a slight distance and was all auto aim anyways.

Your health bar kit seems absolutely insane by the way, got it and had a look but haven't got round to looking properly into it yet; hoping to implement it in my game for the player and possible boss fights.
2011-12-21 12:09:00

Author:
Unknown User


You'll need this simple chip...

http://i0.lbp.me/img/ft/1c03c626e0e2c03e418c766e850a5227d259b95c.jpg

...to make this other one:

http://id.lbp.me/img/ft/e6d709430382fd167778657caa6e632c75590f90.jpg

The top input gets if last direction is Right (or Left). Right=ON Left=OFF are the values expected by this input.

The bottom input gets the Right Stick's Left/Right signal from Controllinator.

Plug this chip's output to the gadgets that will handle this directional signal. Positives and negatives will be filtered as you wanted.
2011-12-25 03:39:00

Author:
SebasSBM
Posts: 159


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