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Weapon aiming system: AI Sackbots?

Archive: 5 posts


http://www.youtube.com/watch?v=5dOm3FOUZC0

Here is a great video to show how to create an aiming system for remote controlled sackbots but how could this work for Sackbots that act as AI for the player and actually shoot back at the player? I have came across loads of 'floaty' weapons which are great but what about the enemy sackbots?
2011-12-30 23:00:00

Author:
basketball27
Posts: 54


I made a system for that. I'll edit this post when I got the photos ready.

Basically it uses multiple limited angle tag sensors and multiple recorded shoots. If tag is detected horizontally at the left side (for example), the tag sensor which covers that zone triggers the recorded sack-shooting. And so on, covering every angle.

This sackbot AI was one of my first creations, and there were soooo many things I didn't know then (I didn't know that, if sack is set to be hostile, he fires automatically :/), now I can think so many ways to improve that system...

I can work on it if you want, just ask for it.
2011-12-31 22:06:00

Author:
SebasSBM
Posts: 159


I made a system for that. I'll edit this post when I got the photos ready.

Basically it uses multiple limited angle tag sensors and multiple recorded shoots. If tag is detected horizontally at the left side (for example), the tag sensor which covers that zone triggers the recorded sack-shooting. And so on, covering every angle.

This sackbot AI was one of my first creations, and there were soooo many things I didn't know then (I didn't know that, if sack is set to be hostile, he fires automatically :/), now I can think so many ways to improve that system...

I can work on it if you want, just ask for it.


Yeah that would be awesome mate thanks
2012-01-01 18:37:00

Author:
basketball27
Posts: 54


Instead of a controlinator hooked to a joystick rotator, the simplest solution would be to use a Look-at Rotator that aims at a player (or a tag). Depending on how fast that rotator moves/accelerates/decelerates, it will be easier or harder for a player to dodge the projectiles.2012-01-02 15:11:00

Author:
Antikris
Posts: 1340


http://ib.lbp.me/img/ft/5db9b1391c1734c4414ae4f8c80cb4f90e0d4a8b.jpg

http://ia.lbp.me/img/ft/f5add5f4666e39e0a81c18f749d34c73e5ca46cd.jpg

http://id.lbp.me/img/ft/1bd7e6ddfac7ee6e96373bfb341bbdda83629beb.jpg

Antikris' solution is simple and semms very effective. Anyway, here are the pics.

After Antikris giving a so good solution, I don't know if you are still interested in my AI, but I'll explain it some:

As you can see, every Player sensor is placed with a different angle, thus I can point them to different angles to trigger different recorded acting behaviours, which I recorded to fire a Creatinator in different angles - this was useless because the sackbot do the same if you set it as hostile, but it can be useful for floating weapons. It will switch between firing and chasing you everytime that Timer reaches its Target Time.

In addition, you can use this system to make the sackbot being your ally (for example). If you use Tag Sensors instead of Player sensors, and place Tags in enemy sackbot's circuitboards, they can fire enemies and act as your allies! ^^

If you are interested, I give this sackbot as a prize in the first level I made: SBM Deathmatch (http://lbp.me/v/4hd3ky). It is a VS level WITHOUT bots, just a Deathmatch between players, so, for getting the prize, you are gonna need to complete a match with a friend. When you reach the scoreboard, get all the Prize Bubbles.

I would send it directly to you, but I couldn't find your PSN ID nowhere.
2012-01-09 05:56:00

Author:
SebasSBM
Posts: 159


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