Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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Sackbot Facing
Archive: 6 posts
Okay, so I commonly use some logic to remember which way the left stick was last pressed, so that I can have a Sackbot look in that direction or something similar. I also have it branch off to tell me which way the bot is facing for use with other logic. What I use is pretty simple. Direction Splitter, Selector, and and Direction Combiner. But, I remember seeing a better way posted on the forums here. I've tried searching, both with the search function and the hard way, but to no avail. Anybody able to help me out? | 2012-06-04 02:06:00 Author: SuddenEnigma Posts: 70 |
i kinda think that's the best way | 2012-06-04 02:16:00 Author: Teepeenocks Posts: 102 |
Horizontal controller stick output to directional splitter. Splitter positive (right direction) output to input #2 of 3-port selector, splitter negative (left direction) output to input #3 of that selector. Reset the selector back to port #1 whenever you want no direction registered (default). If you want to add vertical direction into the mix, use a splitter for that as well and extend the selector to 5 ports. Know that higher input gates take priority over lower gates on that selector; this means that if vertical direction is wired to input #4 and #5, that in case of simultaneously moving into vertical and horizontal direction, the vertical direction takes precedence over the horizontal. If you'd like the bot to actually look into the direction last moved in when standing still, have a sizable block of invisible holo follow him; stick a tag on opposite edges of that block, activated by separate tag sensors ('east', 'west', etc.). Activate the tag 'east', 'west', etc on the sackbot, using that selector. Set the bot's behavior to look at the tag on the invisible block. | 2012-06-04 15:27:00 Author: Antikris Posts: 1340 |
If you'd like the bot to actually look into the direction last moved in when standing still, have a sizable block of invisible holo follow him; stick a tag on opposite edges of that block, activated by separate tag sensors ('east', 'west', etc.). Activate the tag 'east', 'west', etc on the sackbot, using that selector. Set the bot's behavior to look at the tag on the invisible block. I've always just used the six axis input via a directional combiner, since I use a dual controlinator set up when using Sackbots most of the time. I like to be able to disable controls during certain parts of the game. Being able to reset is a good idea, though. Hadn't thought of that. | 2012-06-04 18:07:00 Author: SuddenEnigma Posts: 70 |
I built a semi-complicated chip to achieve that effect once. What it did was split the signals and then store them in OR loops (an OR switch with its output looped into its second input. The whole thing refreshed every other clock cycle, so I duplicated it and offset the second one by a clock cycle so that together they'd refresh every single cycle. I then set it so that if the signal strength from a thumbstick ever went over 90%, it would clear the OR loop every other cycle. The end result was that the signals from the thumbsticks were stored in the chip until a new signal was detected, and it would store the exact direction (like if you aimed it at 2 o'clock, it would store 2 o'clock rather than 12 or 3). I think the reason I built the chip was to work around a bug in the way sackbots aimed paintinators: if you let go of the stick, they'd revert to aiming to the left or something; but that bug was fixed a long time ago iirc. I also used it in a transforming weapon that I never got around to finishing: it flipped around when it transformed, but I wanted it to end up pointing the same direction, so I needed a way of storing that direction. If any of that sounds helpful, I can fire up lbp, find the chip, take a screenshot, and post it here. | 2012-06-06 19:57:00 Author: Sehven Posts: 2188 |
Sehven, I think that's far more than I need, but it sounds interesting to say the least. | 2012-06-07 05:59:00 Author: SuddenEnigma Posts: 70 |
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