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Move question

Archive: 6 posts


I'm new to Move creation and I have a couple of questions. On the Move pack levels there are times where you point the cursor at an object and it triggers a timer etc. Is there a Move sensor? How does it work? Also, related, cam you grab anything with the Move cursor? Or is there a setting in a material tweaker to allow Move "grabbability"?

Thanks.
2012-06-21 05:00:00

Author:
SirGreenDay
Posts: 144


There is a move cursor that you need to place on the movinator, you can place a tag on it and wherever you point will have that tag.
The material tweaker does have a "grab with move" setting.
2012-06-21 05:08:00

Author:
Zero10100
Posts: 385


There is a move cursor that you need to place on the movinator, you can place a tag on it and wherever you point will have that tag.
The material tweaker does have a "grab with move" setting.

I'm confused. If I just want the player to be able to point at something and activate a timer or just grab something in the level, they have to get into a Moveinator? That's the only way to get the cursor to appear and function? Every level I played in the Move pack I was inside a Moveinator the entire time? This seems overly complicated.
2012-06-21 06:29:00

Author:
SirGreenDay
Posts: 144


I don't think that the move pack's story used the movinator at all, it used the Brain crane, which is basically a mini movinator.

I think you can set the movinator to closest player but that would only work for one player
2012-06-21 12:09:00

Author:
Zero10100
Posts: 385


Hi. hope ythis helps.
There is a Movinator (like the controllinator). It allows you to use the move controller to control things.
Its how they do things like move a cursor around the screen and that.
There's a tutorial on how to use it, but for what you want... Place a movinator as you would the controllinator (similar settings).
You can wire up all the buttons (and the left side of controller/ or Navighator controller) too
-------SETTING CURSOR-----
1. place a movinator on your object and open its chip
2. somewhere on this chip place 2 movinator cursors (they are logic with a little crosshairs on it).
3 first connect them. say we want to use the move controllers trigger (T button). Wire T button up to the input on the cursor logic.
also take another wire from the T button and wire it to a Not Gate, and wire this not gate to the secont Cursor logic (this cursor is selected
when the button T button is not pressed).
4. select a cursor logic and tweak it- you'll notice that you can do a number of selecting options. The very tp circle is like the emmiter, and
lets you choose what graphic you use for the crosshair 'active'. You can also set this on the not gate cursor to show the inactive cursor
graphic.
5. The fun part- On the cursor there is also a chipboard you can open. Every piece of logic you put on this chipboard is what happens at the
cursors current location.
-Its likely in the example with the timer you saw.... on the 'T button pressed' cursor there was a tag. When the player presses T and has the
moves cursor over the object the timers on, it triggers a tag sensor to set off the timer.
Hope that helps my friend.
:-)
2012-06-21 14:39:00

Author:
Sean88
Posts: 662


I have a similar question about move and I figured it'd be better to just tack it on here than start a new thread. Anyway, I was having an issue with move grabbing things, and I don't have much experience with it. I have a material tweaker set to 'grabbable' and 'grabbable by: cursor only'. Now my issue is that it simply doesn't work with materials that are by default, not grabble. If I change the material to something like dissolve material, I am able to grab it with the move cursor. If I use the brain crane, (and grabble by player) I can move it. I am also able to grab it with the player when set to it, just not the cursor. (I also have it set to have a gravity tweaker so that it's weightless when grabbed.)

So basically I can grab it with anything but the cursor, no matter what settings I try. Am I missing something or is this a bug? (I do have a work around it, but it just makes it more complicated)
2012-07-01 04:13:00

Author:
Bluetonberry
Posts: 9


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