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#1

Sackbot Behaviour Chips are activating, but not acting...

Archive: 3 posts


Okay, I'll try to summarise this as best as I can without omitting possibly important details.

I'm in the middle of making my next point and click, and I have a fairly simple sackbot set up in the following way:

- Relevant Scene emits.
- Sackbot emits from the appropriate position from a nested emitter within the emitted scene.
- Sackbot acts a short sequence (which is skippable), placed on a game sequencer activated by a tag. To skip the sequence, a tag will reset the sequencer and activate a default behaviour chip (set to follow an emitted tag, so that he will walk where I click with my cursor).
- Sackbot also has various chips for incidental pieces of dialogue within the scene, all with their own magic mouths and short acting chips. These default back to the original behiour chip in the same way as the first.

My problem is this:

My sackbot comes out, and if i DON'T skip the initial cutscene, will not follow the emitted tag. At least, he tries to but then it's as though he gets a fit of nerves halfway through and gives up. Here's my checklist:

- Is the follow chip's range large enough (Check. 200.0, much larger than required)
- Is the follow chip acivating (Check, still lit up upon pausing in create mode)
- Is the follow chip set to the right tag & colour (check)
- Is there any obstacle to block the sackbots movement ----

Here's the thing. If I DO skip the scene, the chip works perfectly, and the sackbot will follow the emitted tag - golden.

I'm completely and utterly clueless about what could possibly be going wrong, but at the moment this is a game breaker for my level. I can probably find some sort of workaround, but it's not an issue that I've had until this point.

More checklists:

- Level has been tested in play mode and create mode, problem exists in both.
- I have checked, double checked and triple checked that there are no other tags/chips conflicting with the default follow chip, to no avail.
- This issue only exists on this one sackbot, it hasn't happened (yet.....) on four other sackbots emitted in different scenes in the same level.
- I have tried copying the sackbot, making a new one, singling out the logic in question to its own chip and testing it alone. Nothing is making this problem go away.

The scene in question uses about 1/3 thermo, (although the menu off screen takes up a further 1/3, so at the time of emission the level is working on 2/3 full thermo).

Help?
2012-05-29 21:53:00

Author:
rialrees
Posts: 1015


It sounds like a distinguishing factor is that when you don't skip the cutscene the sequencer isn't being reset. If that's the case does it help to reset the sequencer after the cutscene ends?

This is kind of tricky to get a handle on without seeing the circuit though. Feel free to send me an LBP invite and I can try and take a look.
2012-05-30 13:23:00

Author:
Dr C
Posts: 122


Oh boolprop I didn't update this!

That was my immediate thought too. So i made sure the sequencer reset in both cases, to no avail.

BUT I did eventually get a fix... of sorts....

I set the chip to allow him to jump. Even though he truly doesn't need to (and in doing so he always does this really annoying mile-high jump that floats him everywhere. bluergh) at least it's sort of kind of fixed it... for now...

I really hope this doesn't happen again! But if it does I'll be sure to give you a shout Thanks doc.
2012-05-30 13:39:00

Author:
rialrees
Posts: 1015


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