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Sackbot with Creatinator

Archive: 6 posts


Wow, another help request. I'm really having an off week.

Anyway, I have a non-player controlled sackbot that starts at a sort of neutral setting and when a player meets some criteria, it enters attack mode. For the time being I'm using the set-up as seen in one of the Comphermc videos until I have something more specific I want. It works perfectly without the creatinator but once its equipped, the bot will only look to the right in this form and will not target anything, be it sackboy or a tag. I even had it set to target a tag following sackbot in all of the settings but it ignores it completely. What gives? I feel like I'm missing something simple with this.

In short, why won't the bot target anything with the creatinator, or even move his head at all?
2012-06-05 22:07:00

Author:
xxMATEOSxx
Posts: 1787


I've had that problem too in my Sackboy's Random Adventures level. Ben just won't attack the monkeyz even if he's set to have a target Any help forum buddies?2012-06-06 07:30:00

Author:
Frenzie
Posts: 308


Hello I'm not sure I completely understand your problem however I have discovered a strange trait about tags and tag sensors that may help you. You see tags and tag sensors only output a positive signal. As an example place a controllinator and wire the left, right thumbstick output to a tag and than place a matching tag sensor elsewhere and wire the tag sensor into a directional splitter. Enter the controllinator and press left and right on the thumbstick activating the tag and tag sensor, notice that both left and right on the thumbstick light up only the positive side of the directional splitter. Now just delete the tag and tag sensor and wire directly from the stick to the direction splitter and move the stick left and right again this will operate as normal and light up the positive side of the splitter when right is pressed and the negative when left is pressed. In short the tag and tag sensors will only make something operate to the right (a positive signal). Hmmm you can try getting rid of the creatinator and simply have the sackbot emit the object.2012-06-06 07:49:00

Author:
Unknown User


I may be wrong but if you set a Sackbot to Hostile and Set it to Look At Tag, will it not fire at the tag? : ) sorry if this isnt what you meant! hope it helps!2012-06-06 12:18:00

Author:
Hallm3
Posts: 252


The positive facing to the right makes sense (no tag sensors active on this microchip but I would think its the same for player sensors). EDIT: Actually, I don't have anything attached to the left stick of the controlinator so that shouldn't apply anyway. The controlinator only comes into effect when player grabs the bot and that moves the right stick. As for just emitting it, I have been looking into just getting rid of the creatinator, but this isn't for myself at this point. I'm seeing if I can set this up for another person who would like the creatinator. My main focus was on the bigger microchip that deactivates when this one goes on. There's a plethora of logic that does work attached to it.

Actually. could it be interfering with this in some way even though it's deactivated? I noticed that if I use the simple logic my friend has by itself, it works, but when I try to combine it with the logic I set up (that other closed microchip) it fails just like this setup. But this one works when there is no creatinator involved. Whatever.

Maybe I'll keep the creatinator on, but have it not used and instead use an emitter like you said that looks like it comes from the helmet. That'll be easier than setting up a fake gun in his hand and having it move the right way to fire, which was what I would normally do, but just the thought of it sounds time consuming. I could use the staff costume and add decorations, but the way I have this in my head, it'll be facing the wrong way when he fires. But I digress.

Oh also Hallm3,
yes that was one of the first things I tried to setup and it had no effect. I thought it would be that simple.
2012-06-06 16:04:00

Author:
xxMATEOSxx
Posts: 1787


Ok, so an update. The situation seems to be resolved though I still have no idea what caused it.

On that controlinator in the pic, there is a grab switch hooked up to a timer resetting itself. The timer runs to the second port of a selector. The selector port 2 runs to the negative of direction combiner while port 1 goes to the positive. Oh and selector port 2 runs to port 1.
The direction combiner runs to the horizontal right stick input, the grab switch runs to R2. Basically, when player grabs the bot, the bot moves his right arm back and forth, smacking the player off.
For some reason this was causing a number of problems with the bot, but again, only when using the creatinator, not in any other situation. I have no idea what one has to do with the other but apparently it does and I just dropped that segment. He now looks around with ease though his aiming still seems a bit high.

Reading this over, I might have an explanation. Could the fact that the first port of the selector moving the right stick to the right have been messing with it. TIME TO EXPERIMENT. Maybe it has to be a three port selector with the top default one doing nothing.

Is there anything else I should be looking for or any other explanation possible?

EDIT:
I confirmed that that thing with the selector pushing the right stick to the right seems to be the problem, I replaced it with a three port so that the top one defaults to do nothing. Yay. Problem solved. I guess this is over.
2012-06-07 18:20:00

Author:
xxMATEOSxx
Posts: 1787


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