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Fantastic Four Sackbots HELP

Archive: 5 posts


So I'm planing a level based on the early classic and most famous adventures of Marvel's The Fantastic Four (mainly the 60s and early 70s stories in todays time)(by the way those who play my Spider-Man level thanks. Update is a little behind because of school, but I assure you it is still in development, as well as a secret project I've been planning).

But Anyway, I was wondering If someone could answer a few questions to help turn my dream into a reality

-How do I make it where a(if it's one player you can switch between all four sackbots and b(if its four players each player gets to be one of the team

-How do I make it where the character that spawns from the checkpoint is the one that was last activated

-How do I program where the other characters fend off enemies and can not die if that is not the team member that you are curently controlling

-Is it possible to make a transforming sackbot that uses a checkpoint (I want to give Johnny the abilty to flame On and Off and flame off when drenched with water or heavy air blast. I also want to give reed some stretchy transformation abilitys such as a bounce-pad like body, and a parachute body)

-The objects that have been created that gives you stretchy arms (like the hologram and explosive materials), is there anyway to make the object move while you stand still to give the impression of arms stretching? IF not is there any tricks I can do to make it appear that limbs are growing/stretching out and then coming back.

Thanks. Help will be GREATLY appreciated.
2012-01-21 18:11:00

Author:
TREMIC1
Posts: 263


How do I make it where a(if it's one player you can switch between all four sackbots and b(if its four players each player gets to be one of the team

What happens when 2 or 3 players enter? Or when another player joins later on?

http://i9.lbp.me/img/ft/7e91b77be5ad888a03e205e713d8575c4563a37d.jpg

I hope the image is clear enough to make out the wires.

Each player gets his own controlinator seat (DCS), set to transmitting on a unique color (i.e. lightgreen, purple, pink or teal). Each player also gets one of those little sackbots to the left that contains a receiving DCS in the corresponding color. You will then set up each hero bot with a receiving DCS with a unique of the remaining colors (blue, red, yellow, darkgreen). The little bots on the left are there to transfer a receiving DCS signal into a transmitting one of another color; this cannot be done on a DCS seat itself (or else I would have). This makes it a bit tricky but stay with me. These 'transition' bots need to be enclosed so they have nowhere to go.

So, player gets into transmitting seat lightgreen and transfers his DCS signal to his little transition bot on the left. On this bot, a selector determines which of 4 chips (3 in the screenshot) is active; each chip contains another DCS, a transmitting one corresponding to the frequency color of the hero bot. The O-button in this example can be used by the player to cycle the selector and take control over each bot. That is the basic of it.

Now, when there are four of these seats and four transition bots and more than one player is spawned, two players should never take control over the same bot. So, what we do is put a tag on each of the chips; for the ease of this example I used the tag colors corresponding with each hero. So when for example player 1 controls the blue hero bot, the blue tag on his transition bot is active. We need to make sure that player two, on his own transition bot, cannot select the blue bot on his selector.

So each transition bot gets four tag sensors, each picking up the tag corresponding with a currently controller hero. You wire each to an AND gate and wire the outputs of the selector to the corresponding AND gate as well. The blue AND gate then goes to the input on the selector that is next to the blue one; this will cause that when someone already controls a blue hero bot (blue tag is active somewhere) this AND gate will activate when a player selects the blue bot and will instantly switch to the next bot; in other words, when blue hero bot is controlled, nobody else can switch to it.

This is illustrated in the picture with a yellow tag floating up there; imagine someone else is controlling the yellow hero bot. Now I cannot select it myself because the selector will switch to the blue gate the moment I select the yellow gate.

If 4 players occupy 4 bots, then nobody can switch to another bot. If only 2 or 3 players spawned, then every player can switch to the remaining available bot.

Let me know if this is unclear.

On each hero bot you would activate its autonomy logic when the Active output of its receiving DCS is inactive.

EDIT: maybe I should work this out in a more clear tutorial of its own...



How do I make it where the character that spawns from the checkpoint is the one that was last activated

I don't know exactly what you mean with this, but if you want the controlinator seats get occupied in a certain order (first player spawns into DCS #1, second player in DCS #2, etc.), then you can wire the activation output of DCS #1 to a NOT gate on its chip; wire the NOT gate to the deactivation input of DCS #2. With this, #2 only gets active when #1 is occupied. Repeat this process with #2 and #3, and #3 and #4.


How do I program where the other characters fend off enemies and can not die if that is not the team member that you are curently controlling

That depends on what threats the bots are facing. If you are using real threats like fire, plasma or electricity, you can have the bots logic activate a danger tweaker on itself on the moment of impact with a lethal object; this will prevent it from dying to that object. If, however, you are using programmed threats (tagged objects that are not really lethal), then it simply is a matter of deactivating the logic that registers collision with threats when the bot is in autonomic mode.

In addition to that, you could also make the bot act more natural (unaware of the fact it is now Chuck Norris) by having it dodge attacks, duck and hide, whatever.

If your question is "How do I make all that?" then... that takes a while to explain.


Is it possible to make a transforming sackbot that uses a checkpoint (I want to give Johnny the abilty to flame On and Off and flame off when drenched with water or heavy air blast. I also want to give reed some stretchy transformation abilitys such as a bounce-pad like body, and a parachute body)

You can set a bot on fire easily with a danger tweaker. Impact with water (projectile sensor or impact sensor reacting to tagged water objects) can override that and turn the tweaker off. The girl you can make invisible if you find a trick to glitch the bot. Not sure if that is feasible but on many occasions my complex emitter logic throws up a translucent object.. You can have two bots for that, one for each state. Each bot should have a holo follower block that contains most logic (put as little as possible on the bot itself); the block emits the bot that corresponds with the state that player is in.

Reed might be a problem.. You cannot really stretch bots. However, I noticed that when a bot grabs (tweaked grabbable) holo that is moving, the bot's arms can often stretch in funny ways. That might be an avenue. A bot cannot really be made bouncy (that property on a tweaker works for materials but not bots). But you might be able to figure something out with logic and movers... Knowing exactly what you want the player to be able to do (and to what end) would be the best start. For Reed to act as a parachute, perhaps create a version of his bot that is much larger but has the funny head setting on, so it looks like only his body is much larger; that combined with a gravity tweaker - so he falls down less fast - may create an illusion of a parachute.


The objects that have been created that gives you stretchy arms (like the hologram and explosive materials), is there anyway to make the object move while you stand still to give the impression of arms stretching? IF not is there any tricks I can do to make it appear that limbs are growing/stretching out and then coming back.

Yeah, you'd have to make the bot grab the holo, have it move when grabbed. It depends on what you want to achieve with it. Perhaps a grapple hook type of thing? Then you'd have to set up some logic for the player to first aim around him, then launch the holo block and have that block end up at whatever it impacted with as it flew off. Maybe have an aiming cursor on a piece of holo connected with a bolt to the bot's follower block; rotate it with a joystick rotator, then as you fire it a small block of holo is shot in that direction which the bot instantly grabs and holds on to.
2012-01-21 20:48:00

Author:
Antikris
Posts: 1340


@ Antikris
Wow

You just blew my mind. This is so much of a help! Like I said, it's still in planning and school kind of has me busy so it should be a couple of weeks before I get to programing, but it looks like you pretty much answered all of My questions. Can't really tell if I can understand fully until I get back on though. I might need some help on the sackbot switcher and moving the glitched hollow to give the impression of his arms stretching so hopefully I can contact you or even add you when I get back on for your help, That is if it's OK with you of course. But you gave me a LOT to think about. I especially even like your idea about the parachute body. Really stays true to the many growth like/expansion transformations in the classic comics.
I hope put this project into action soon and I'll be sure to let you know how everything turns out and if I have any more questions. Thanks Again
2012-01-21 21:41:00

Author:
TREMIC1
Posts: 263


I have written a more illustrated tutorial for this in the Tutorials forum.
https://lbpcentral.lbp-hub.com/index.php?t=67081-Controlinator-Trickery
2012-01-22 14:41:00

Author:
Antikris
Posts: 1340


Hey Antikris, can you give a tutorial on how to do the logic for the moving hologram for Reed's Arm. I'm not sure how you would go about doing this?2012-02-05 04:42:00

Author:
TREMIC1
Posts: 263


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