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How do you make Sackbots FLEE from tags?

Archive: 13 posts


Hey everyone. Does anybody know how to make Sackbots run away from tags? You think they would be able to because they can follow them. I just can't find a setting that makes them run away, nor can I make any logic to do it.

What I need to do is have a sackbot run away from a sackbot that you control. I tried using the "Flee" setting but it doesn't work when you're in a controllinator. Will I have to use Tag Sensors and an overriding controllinator to tell the sackbot to run away or is there an easier way? Thanks
2012-03-14 22:00:00

Author:
Wolffy123
Posts: 406


Will I have to use Tag Sensors and an overriding controllinator to tell the sackbot to run away or is there an easier way? Thanks

To the best of my memory, that is probably the way to go about doing it. And it won't take much time to do so, either.
2012-03-15 01:31:00

Author:
Speedynutty68
Posts: 1614


Hi Wolfy.
A way you can do it is the following-

On the sackbots Base chipboard add a second behaviour chip, Now make the newly added chips settings set to FLEE.
On the Base chipboard also add a Tag Sensor and a Not Gate.
Set the tag sensor to detect the tag in question you want him to run away from and the radius. Connect the tag sensor to the second behaviour chip (the one set to FLEE).
Now, connect sanother cable from the Tag Sensor, but this time wire it to the Not Gate, and wire the not gate into the first (original) behaviour chip (ensure this one is NOT set to FLEE)

How it works:- While the sackbot is out of radius of the tag, the tag sensor registers the NOT gate option which goes to the original behaviour (be it moving, etc.).
When the sackbot comes in range of the tag in question, it registers that tha tag has been sensed and activbates the second behaviour chip (he flees)
2012-03-15 02:27:00

Author:
Sean88
Posts: 662


How it works:-
When the sackbot comes in range of the tag in question, it registers that tha tag has been sensed and activbates the second behaviour chip (he flees)
Not Necessarily. In order for the sackbot to flee, the sackbot needs to sense a player. The players are all in controllinators and cannot be sensed by the sackbot. Unless the Tag Sensor wired into the 'Fleeing' Sackbot chip somehow tells the Sackbot to run away from the tag. I could be mistaken, I will try it out next time I play LBP
2012-03-15 02:32:00

Author:
Wolffy123
Posts: 406


Ahh, sorry buddy. Sorry, just to follow what you want to do. So, when the sackbot is in the controllinator, you want the sackbot to flee from them? and when not in controllinator, to not flee?2012-03-15 02:40:00

Author:
Sean88
Posts: 662


Nonono .. Okay, you are in a controllinator, controlling a sackbot. When the sackbot you are controlling walks up to another sackbot, I want that other sackbot to run away from the sackbot you are controlling... So, the sackbot that is running away, has to run away from the tag that is on the sackbot you are controlling because it cannot sense you, in the controllinator. . . . Kudos to anyone who is not confused after reading that. XD2012-03-15 02:47:00

Author:
Wolffy123
Posts: 406


Nonono .. Okay, you are in a controllinator, controlling a sackbot. When the sackbot you are controlling walks up to another sackbot, I want that other sackbot to run away from the sackbot you are controlling... So, the sackbot that is running away, has to run away from the tag that is on the sackbot you are controlling because it cannot sense you, in the controllinator. . . . Kudos to anyone who is not confused after reading that. XD


Ah, I get you.
The fleeing sackbot can be set up exactly the way i described.
So say you make the Tag Sensor on him sense say, a blue tag.

On the Controllinator the player is in you will notice that on the button outputs there is one in th very center called Input ACTIVE. simply place the blue tag on the controllinators chip board ad connect the Input Active tab into the blue tag.

Now, whenever the player is in the seat, the blue tag will be activated, when not in the seat, the tag will be off.

The sackbot will sense the tag even when its on the controllinates chip (just not the sackperson), So as the player/the seat hes on/ and the sackbot hes controlling nears the enemy sackbot, the logicsetup on him will detect the blue tag.
I hope that helps
2012-03-15 02:56:00

Author:
Sean88
Posts: 662


Ya, but does the sackbot flee? Because, as far as I know, a sackbot can only flee if he senses a Sackperson. If the sackperson is in a controllinator then the sackbot can't sense him, therefore he won't run away.2012-03-15 03:00:00

Author:
Wolffy123
Posts: 406


Yes, He does flee. But he's not fleeing from the plarers sackperson buddy, he's actually fleeing from the tag that is in the same place the player is. Is this what you want to achieve? 2012-03-15 03:04:00

Author:
Sean88
Posts: 662


Yes it is XD Thanks! The only thing is that I had this setup before, and it didn't work.2012-03-15 03:05:00

Author:
Wolffy123
Posts: 406


Your welcome buddy It does definitely work this way.
Hmm, maybe last time you had two tags the same or something. Hope that works for you this time round
The tags can alway be used to replicate a player being sensed.

Player -> Player Sensor
Tag ----> Tag Sensor

You just need to put seperate behaviour chips on the dsackbots base chipboard and switch between them to make him respond to tag sensors, the same way he would to players. (he flees the oppisite direction to a players position, so he flees the oppisite direction to a tags position . To make him respond toi tags, use a tag sensor on him, or to make him respond to a player, use a player sensor on him.
Glad to help my friend
2012-03-15 03:19:00

Author:
Sean88
Posts: 662


Ohhh that makes SO much more sense now! That never occured to me :$ Thanks so much!2012-03-15 03:21:00

Author:
Wolffy123
Posts: 406


Any time my friend Any other things you need a hamd on, feel free to ask buddy :-)2012-03-15 03:25:00

Author:
Sean88
Posts: 662


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