Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Help!
#1

Need to make killing sackbots worth points, etc. (need lots of sackbot help)

Archive: 5 posts


Well, as the title says, I'm trying to find a way to make it worth a certain number of points every time one of the many sackbots in my level is killed. The level is called Gravitational Pulse, and it's my first LBP-2 level, my baby. (It's published if you want to see the problem for yourself). It's basically super-mario-galaxy with attract-o-gel. I've seen a few attempts at a level like this but i feel they're all a bit lacking. Anyway, I'm having quite a bit of trouble with the sackbots:
1.) Even when they are set to "Flee," they just stand around. I think this is a problem with the attract-o-gel, and the only way around it (that I have found anyway) is to pre-record every motion. I don't consider this a real solution seeing as how it is extremely time consuming to record every one individually when all i want them to do is run away.
2.) I've been through all the in-game tutorials (many times) and several tutorials on this site to try and figure out a way of making it worth 50-points to kill one of these sackbot "alien invaders," I'm at a dead end. In the level i give your player a creatinator that shoots plasma bursts. You use this for two things: lighting stars (big round balls of dark matter with impact sensors hooked up to danger tweakers, so that they set on fire when shot) and shooting Alien sackbots. It would be nice if i could make both of those things worth points.

I'd appreciate any help.
Elliott
PSN-ID: LiuTze
2012-02-16 01:04:00

Author:
Unknown User


For the sackbot-points thing, use a "Score Giver".. Since you are using a creatinator, you will have to do a few extra steps. You will have to make a piece of hologram follow the sackbot. Do this by using a follower on the hologram that follows a tag on the sackbot. Then, place a tag sensor, a score giver, and a destroyer on the piece of hologram. (I recommend using a microchip). Next, tweak the tag sensor to look for the tag on the sackbot, with at least a 30 radius, then, invert the tag sensor. Hook the tag sensor up to the score giver and the destroyer. Tweak the destroyer to "Disappear". If you have multiple sackbots at once, you will need to use unique tags. I hope this works

EDIT: To fix the flee thing, make sure the detection radius on the sackbot is big enough so the sackbot knows what to run away from.
2012-02-16 21:01:00

Author:
Wolffy123
Posts: 406


Thanks a lot, the hologram worked like a charm. I still think the problem with the sackbots not fleeing is some glitch due to the fact that they are standing upside-down on attract-o-gel or attract-o-tweaked dark matter. The points were the real issue and never in a million years would i have thought to make a microchip that follows each one. I have a feeling that technique could come in handy in a lot of situations. Again, thanks for the help. I really appreciate it.

EDIT: I just tested the Flee problem one more time and here is what i found: It seems that the sackbots flee directly away from you, and since they are standing on circular attract-o-gel "planets," often the direction they want to flee in is up in the air or into the planets surface. I guess pre-recording is the best option for now.
2012-02-17 03:23:00

Author:
Unknown User


any help on changing how many points a player loses when he dies? on how much damage an electrified object causes? or how to score points by throwing a player agains spikes, for example? (the guide for killing sackbots would work here, except that i don't think you can place a microchip on a player)2012-02-23 18:27:00

Author:
yodavid
Posts: 50


eaghh... It's been a while. Ok, are you just using standard points to tally score or are you going for a custom point system? Either way its probably easiest to make the player a sackbot from the offset so you can apply any point scoring/tally logic to the player it's self rather than having hollo follow each instance (player[s] + enemy bots?) which makes multiplayer infinitely easier to implement.

Basically do the standard DCS [controlinator] follows player bot set up and have the point giving logic on the chip of the dcs so the point giver being triggered on 'that' dcs is sure to add points to the correct player (in case of multiplayer). Next within each enemy bot have the standard projectile impact into destroyer unit setup, now for the sake of example i'll use a four player scenario, place 4 AND gates, 1 of each inputs of each and gate should be plugged into the output of the projectile sensor, now you need 4 different coloured impact sensors plugged into the AND gates, 1 for each 1 corresponding to a coloured tag, 1 for each player, this tag should be stuck onto the projectile you're going to be shooting, just shoot, pause cap, re-place, then you can stick stuff on it, re-cap, and place in the creatinator as the projectile.

now out the end of each AND gate place the same coloured tag with an appropriate label, it doesn't matter what it is so long as it differentiates it from the other tags of the same colour (you know the drill). Back in the players DCS, place a tag sensor with an arbitrarily large range set to receive a signal from one of the aforementioned labelled tags, place a one shot after this [counter set to 1 plugged into its own reset] then into the score giver, this will trigger the score when an enemy is killed.

Back in the enemy logic, OR all the outputs of the AND gates together and run them through another one shot then into the destroyer, this buffer allows 1 frame for the signal to propagate to the score giver on the DCS, otherwise it may be destroyed before the signal reaches its destination.

For adding different point amounts, you can set up this same sort of system, but have different sets for different types of enemies feeding into different score givers on the players DCS, set each score giver to taste, you can also have single digit score givers, just use a given % of an analogue signal [e.g. set score giver to 10, feed a 10% signal into it = a score of 1 given]. You do this by ANDing the analogue signal up with a one shot and feeding the output into the score giver, as AND gate's perform a MIN() function, only the 10% will hit the score giver.

ok so this has been fairly vague and rushed. As i said it's been a while and i'm really burnt out at the moment but I hope this has given you some pointers on how to go about setting up what you want. Ask a few questions if you will and I'll come back a bit more refreshed and delve in a little deeper. What you're trying to do isn't one of the hardest things to accomplish so it shouldn't take so long to get it built exactly to your specifications.

peace, Dreamer.
2012-02-25 16:30:00

Author:
Epicurean Dreamer
Posts: 224


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.