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

Select a Character

Archive: 7 posts


Hey guys. Im up to make a Level where you can pick a Character and do training missions
I already made a Character Selector where you can choose between 3 Characters by moving left/right. When you press X a arrow appear over the character. but how can i make that you can play the character which you selected?

I made it technically like here:
http://www.youtube.com/watch?v=v61ss3EpPP8&list=FLXQ-T6JClRANdpH5TQnJBrA&feature=mh_lolz

Now i dont know how to continue.
Please help me
Thanks to everyone who takes time and will trying help me
2012-05-07 20:18:00

Author:
user11
Posts: 22


I see you are using some "menu logic" for this. After you selected you've selected your character, you have to get to the character. I thought about it and had some solutions:

1. You obviously use a controlinator to control the menu. So, you can place it on a piece of hologram and bring its brightness down to 0 (not vissible in play mode). If you also make the controlinator itself invisseble in play mode. You can move the controlinator to the beginning of the selected, force the sackboy to leave the controllinator and bring the controllinator back to its startpossition. You can at 3 "dummy controlinators" (controllinator that only transport joined players). The only thing you have to think about is a spawnpoint in the beginning of the level, so players don't have to select the character again if they die in the beginning (unless that is your purposse). This option also cost quite a lot of logic to get the controllinator to the right spot (followers with tags will work fine).

2. When selected the character, active a spawnpoint at the beginning of the character and kill the sackboy(s). This way is quite easy but will make it impossible for players to ace the level.

3. Make 3 emittors with in each of them a levellink to a character. Which level link will be emitted will be (indirectly) choosen by the player. This option will be very handy if you have 3 very huge characters who each cost a lot of thermo, but it will also take 4 of your 20 level places.

4. A last option is to work with sackbots. I never ever really worked with this option cause i never ever needed to. But it is a nice option when you want the players to be able to do something "special" (dubble jumping for example).


I would choose to do option 1, mainly cause it will keep the option open to ace the level.
2012-05-07 21:39:00

Author:
Fotografht
Posts: 57


I think you didn't get it, Fotografht, he is already using sackbots and he wants to control these characters, not move to them. So it's not "the beginning of a character"... Unless I'm the one who misunderstood your post.

I would do this. Place, as Fotografht said, the controlinator of the menu on an invisible hologram (0% bright makes in invisible in play mode). Make the controlinator invisible in play mode (it's one of the options). Set it to transmitter and give it a color. Let's do as if you didn't have anything built yet. Place a selector on the controlinator which will tell you which character is selected "in the menu, not yet validated". Split the signal from the left stick using a direction splitter (or the D-pad, as you wish). Connect the outputs of the splitter to two AND gates, and those gates to a combiner. The combiner goes into the selector's cycle input. The other condition for the AND gates is that you aren't yet in control of a bot. Place another selector which will tell which bot you are controlling. Make an extra input for when "no character has been validated yet". That output will go in the two AND gates. Now what will trigger the validation of character 1 is that you selected character 1, you are pressing X and you are on the menu (selector's extra output). You need a 3-input AND gate for these. Connect the selection selector's first output to the AND gate, which is connected to the validation selector's first input (excluding the "extra input"). Connect the X button and the validation selector's "extra" output to the AND gate. Do the same for character 2 and 3 with the inputs 2 and 3. Then, place 4 followers set to max range (5000), max speed and max acceleration. Hook each output of the "validation selector" to a follower. Place 4 tags, one on each character and one on the menu's location. Make the followers follow the appropriate tag, so when char1 is validated, it follows char1, and so on.

Finally, place a controlinator on each sackbot. Set them to receive, override sackbot, same color of the initial controlinator. Hook each output of the validated selector to an inverter, and hook these to the eject input of each corresponding sackbot. This will set the sackbot's movement off when it is NOT selected. You can also connect a button, let's say circle, to the validation selector's extra input to return to the menu.
http://img98.imageshack.us/img98/6360/partofit.png
2012-05-08 00:18:00

Author:
Unknown User


I cant understand by no stretch of the imagination. Im sorry. What you wrote It sounds so complicated to me one reason is that Im from Germany. But I think if someone will show me how to do it it wont be that complicated.
Maybe you can show me it please? Or maybe theres a Video how to do it? Sadly i only could find how to make a selector.

Anyway I know how to make a selector by using menu logic but I dont know how to make that i can pick the character which i selected and finally play with it.
2012-05-08 14:09:00

Author:
user11
Posts: 22


http://img98.imageshack.us/img98/6360/partofit.png

Nice picture by the way

But I don't think you are finished with only this. You probably want to emit the selected character. Or just destoy the not choosen ones (somewhat more complex).

But you are right, I think i missunderstood the question -_-.
2012-05-08 21:10:00

Author:
Fotografht
Posts: 57


The good thing with my method is that you tell each sackbot if it has to detect remote control or not, so you can do it without using emitters. If you do need emiters though, then the "disable controlinator" part (not on picture) can be removed. It just isn't clear if he wants to be able to keep all characters there even with one selected.2012-05-08 22:37:00

Author:
Unknown User


I would use 3 dummy bots (3 sackbots with the same skin but without any logic on there chips). So you got the visual part of the characters but without the logic.

This way you can emit the characters without you worrying about the characters doing crazy stuff =P

But this is the nice thing about lbp2, there is no wrong way of doing stuff (only ways that don't work probably).
2012-05-09 05:56:00

Author:
Fotografht
Posts: 57


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.