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Sackbot Combo Attacks

Archive: 2 posts


So I'm working on this level, right? Long story short, it's got some melee type stuff goin on with enemies and whatnot, and I'm trying to work out a way to do combo attacks. i've got the first action all hooked up using sequencers, batteries and a controllinator set to override the Sackbot so when you press SQUARE, the lil Sackbot swings its sword and viola.

The problem is, I cannot for the life of me see how to hook up the second strike. I was thinking about setting up something where if you press SQUARE twice in a certain, rather small window of time, it sets off a timer equal to the length of the first sequenced strike, but the actual way of going about that is confounding me. Plus, while I have it all set up on a sequencer on a second dummy/test Sackbot and it works fine, when put on the bot I actually want to attack, it messes up...

Anyway...comments are much appreciated. Ciao.
2012-02-15 08:44:00

Author:
Unknown User


You need to use a Selector with the total number of attacks plus one. Have Square hooked up into a pulser, and the pulser into an AND gate. The other AND gate is the first output of the Selector. The second output of the selector is the first attack. Repeat the pattern for all the attacks. On the last attack, have a timer set to Start Count Up set to a short amount of time, and when it gets full, it resets the combo, but run it through an OR gate. The other input for the OR gate is a timer, set to about 1 second, that has no input. Have the pulser rest the timer. The OR gate connects to the 1st input of the selector.

That's the basics, at least. You'll find that there aren't delays between the attacks (except after the last one), and you can still move and everything during the attack, which you may not want.

To add delays, you could use a timer on each attack, set to Start Count Up, and about 0.5 seconds time, or however long works for you. Use this for the input to the AND gates instead of the Selector's output. Just have the Selector's output start the timer, and the 1st Selector output resets all of them. You don't need to worry about this if you disable controls during the attack animation.

To disable controls, there's a couple methods. My preferred method is wireless. Add a Tag to each Sequencer, and on some holo following the Sackbot (even on the controllinator the player sits in is okay), have a tag sensor activate another Tag. Then on the Sackbot, Use two controllinators for the control. One set to Receiver with Override Sackbot off, and another default one. Wire the controls you plan to use into a node on a microchip from the receiver, then to what buttons you want them to correspond to on the default controllinator. Have an Inverted Tag Sensor detect the tag from the holo connected to the Microchip's On/Off port.

If you still need help, let me know. I can show you some of the things I've done.
2012-02-15 10:24:00

Author:
SuddenEnigma
Posts: 70


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