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Advanced Mover/Follower + Gravity Problems
Archive: 29 posts
Hello folks, more advanced mover problems. I hope someone has a fix for this. If you put an advanced mover on an object, set it to 100 accel/decel, then start moving around on top of it, the object will start to sink. You can make the object bigger, and out of heavier material... but it will still sink, even by the slightest amount. Unfortunately, for my situation, that's just not good enough, I need it to stay at EXACTLY the same height, and to just move left or right. Having it follow a tag doesn't seem to help either.... I thought it would... but it doesn't. Any ideas anyone? | 2012-08-08 21:18:00 Author: Ali_Star Posts: 4085 |
I don't know.. I would have to see the glitch for myself.. | 2012-08-08 21:51:00 Author: Unknown User |
What is the purpose of using the advanced mover? Sounds like you might be able to use a totally different method to get the job done. | 2012-08-09 03:57:00 Author: BIGGamerer Posts: 182 |
did you try a anti gravity tweeker and not gate? | 2012-08-09 04:30:00 Author: JKY Posts: 119 |
Putting a gravity tweaker on it should do the trick. Set the anti-gravity to 100%. Then set the dampening to 99%. If you set the dampening to 100%, it won't move at all, so it has to be 99%. And as far as I know, the speed of the advanced mover will not be affected as long as you set the acceleration to 100%. Hope this helped. | 2012-08-09 04:56:00 Author: Kaboosh99 Posts: 359 |
After some further investigation, it would appear that the platform sinks even without me jumping around on it, ie I set it to start moving, and it sinks very slowly and very slightly. Why the heck would it do this? Seems to be a problem with the game if you ask me. What is the purpose of using the advanced mover? Sounds like you might be able to use a totally different method to get the job done. Well, the purpose is to move the platforms along (see comishguy67's Attracto Conveyor). In theory, I could just pull the platform along with a piston, but I would like to emit the "conveyor" in parts, to save thermo etc. did you try a anti gravity tweeker and not gate? No, but I'll try it. I'll try anything to get it to work how I want it to. Putting a gravity tweaker on it should do the trick. Set the anti-gravity to 100%. Then set the dampening to 99%. If you set the dampening to 100%, it won't move at all, so it has to be 99%. And as far as I know, the speed of the advanced mover will not be affected as long as you set the acceleration to 100%. Hope this helped. If I set dampening to 99%, won't it still sink, because it's not at 100? | 2012-08-09 09:17:00 Author: Ali_Star Posts: 4085 |
If you want a simple conveyor, Id just suggest using a simple Mover. By gluing a strip of material in the thin layer to the back of your conveyor piece, you can have it run along a track. the thin piece can run between two other thin pieces. By making the glued thin material slippy with a material tweaker, it can glide along and with it running along a track, the piece cannot be budged by the player hope this helps! | 2012-08-09 13:04:00 Author: Hallm3 Posts: 252 |
ali_ i have it working if you want to invite me in lbp i can show you | 2012-08-09 13:08:00 Author: JKY Posts: 119 |
If you want a simple conveyor, Id just suggest using a simple Mover. By gluing a strip of material in the thin layer to the back of your conveyor piece, you can have it run along a track. the thin piece can run between two other thin pieces. By making the glued thin material slippy with a material tweaker, it can glide along and with it running along a track, the piece cannot be budged by the player hope this helps! Not really sure if I could do that. There are actually 2 platforms involved, both moving in tandem, one in front of the other. These are arranged so that at certain intervals, one will move in, and one will move out.. they slot perfectly between each other, with no room for error. This works, until I place the edges of the area (placed above and below the moving platforms, so the platforms move between them). After the platforms have moved along a little bit, the edges prevent the in/out movers from working. ali_ i have it working if you want to invite me in lbp i can show you I've seen your PM and responded, but thought I should add more in here. The object isn't moving downwards very much, it's probably unnoticably at first glance. But I originally placed the object accurately by grid. After it had moved a long a bit, I did a test to see if it was still at the same height. If it was, when I tried to move it up, it would have moved up to the next grid height.... but it didn't, it moved ever so slightly up to the height I originally placed it at. | 2012-08-09 14:13:00 Author: Ali_Star Posts: 4085 |
I'm having difficulty visualizing what your problems are and how to fix them without photos of some sort to examine. | 2012-08-09 17:00:00 Author: BIGGamerer Posts: 182 |
have you tried adding a follower set to follow player? That usually offsets any sinking | 2012-08-09 22:16:00 Author: GribbleGrunger Posts: 3910 |
I'm having difficulty visualizing what your problems are and how to fix them without photos of some sort to examine. Don't have any photos at the moment, but you could try it for yourself. Using the grid, place a few pieces of material to make some ledges/steps etc - just a basic platforming area for you sack to move around. Place a piece of sticker panel over it and stick all pieces together. Make sure it fits perfectly on the grid (small/med/large... doesn't really matter). Now, stick an advanced mover on it, set to 100accel/decel with speed about 2.0 or so. Attach a battery to the horizontal input, make sure it's placed precisely to grid and let it move along for a bit. Now pause the level. The object (in theory) should be on exactly the same horizontal level, shouldn't it? Select the object and TAP up, if the object does not move to the next grid level above (ie above where you previously placed it) - at first glance it will appear to not move at all, then it has sunk by itself. have you tried adding a follower set to follow player? That usually offsets any sinking How would this help in my situation? Could you elaborate? | 2012-08-10 11:26:00 Author: Ali_Star Posts: 4085 |
our conversation in pm i asked if you would be willing to use a sticker pannel track in one of 2 ways a top and bottom track that will nudge the object up or down useing a mover and 2 impact with tags set mover to .1 speed on up down this will when the object colides past where you need it to be nudge it ever so slightly up thats why every time i tryed it and had it running acroos the entire map i didnt see it move from no grid to on grid when i ewas cleaning up i deleted the track and let it run it did exactly as you described but you wont notice the impacts come on or the mover move its so slight theres no way to see it the other was to make a track useing a selector turn on tags in a row on a pice of sticker pannel that the point of entry set it to allow up down movement it moves to the next tag to reset where it was souposed to be then i just thawt of another way get rid of the tracks let it fall when it gets next to the enty point use impact to move it up or down then as its moveing there will be a slight bounce that you can time a jump on if needed | 2012-08-10 13:13:00 Author: JKY Posts: 119 |
The problem is that I can't have it fall at all. I might have found a way to fix it. I have attached each area to another piece of material above via a rod. The above material is attached to a piece of dark matter, which is pushing the above material along. Doesn't seem to be sinking now. It did sink when I attache the platform directly to the dark matter via the piston... odd. | 2012-08-10 13:55:00 Author: Ali_Star Posts: 4085 |
as i said it would when you asked if that tould have worked here is a sample of what i was talking about you can add the 2 rales top and bottom so if it moves even the slighest it will auto correct this is copyable and simple allthogh the platfor turnd out alot nicer then i thawt when i was cutting it out http://lbp.me/v/dpjsk7 | 2012-08-10 15:00:00 Author: JKY Posts: 119 |
as i said it would when you asked if that tould have worked here is a sample of what i was talking about you can add the 2 rales top and bottom so if it moves even the slighest it will auto correct this is copyable and simple allthogh the platfor turnd out alot nicer then i thawt when i was cutting it out http://lbp.me/v/dpjsk7 Thanks. I'll add a couple of rails to make double sure it doesn't move. The reason why I didn't want to do this initially is because I wanted to emit the stage in parts, the pistons thing is really a last resort, but that's the stage I'm at, at the moment, so I'll go with it. It does seem to me that there is a bug with the mover though. I know you said that if it moves the slightest, it will auto correct, but you have to understand that I don't want it to move the slightest, even if it's auto-corrected straight away. It absolutely HAS to stay at the same level for the entire time, because of the in/out movers. Thanks anyway. You can probably delete that level. I know what I'm doing now. | 2012-08-10 15:13:00 Author: Ali_Star Posts: 4085 |
I made a mover set to 100% strength on a moving piece of sponge, and when I grabbed onto it, it moved just a bit. My solution: copy the mover a few times to it has 300% strength, not just 100%. Maybe this is a simple solution? | 2012-08-10 15:56:00 Author: L1N3R1D3R Posts: 13447 |
I made a mover set to 100% strength on a moving piece of sponge, and when I grabbed onto it, it moved just a bit. My solution: copy the mover a few times to it has 300% strength, not just 100%. Maybe this is a simple solution? that sounds like the better alterniative | 2012-08-10 16:26:00 Author: JKY Posts: 119 |
I made a mover set to 100% strength on a moving piece of sponge, and when I grabbed onto it, it moved just a bit. My solution: copy the mover a few times to it has 300% strength, not just 100%. Maybe this is a simple solution? Hmmmmmmm...... could work. Will give it a go! | 2012-08-10 17:33:00 Author: Ali_Star Posts: 4085 |
have you tried adding a follower set to follow player? That usually offsets any sinking How would this help in my situation? Could you elaborate? You put a player follower on the platform so that it always tries to follow you while you are on top of it. This helps to pull against the sinking. I think this is similar to what I'm saying: http://www.youtube.com/watch?v=osJyo1uS01g | 2012-08-10 18:29:00 Author: GribbleGrunger Posts: 3910 |
I made a mover set to 100% strength on a moving piece of sponge, and when I grabbed onto it, it moved just a bit. My solution: copy the mover a few times to it has 300% strength, not just 100%. Maybe this is a simple solution? You put a player follower on the platform so that it always tries to follow you while you are on top of it. This helps to pull against the sinking. I think this is similar to what I'm saying: http://www.youtube.com/watch?v=osJyo1uS01g None of these seem to work.... darn movers are rubbish if you want total accuracy. I think I'll stick to pistons for now. I have a question related to this. If you have a piston set to forwards/backwards, is there a way to make the backwards direction significantly quicker than the forwards one? Basically, the piston will push my level along at a slowish pace. If you did, I would like it to reset to the starting position quickly, and not have the player wait 60 seconds for the level to reset. | 2012-08-11 11:19:00 Author: Ali_Star Posts: 4085 |
Not sure if you got it fixed or not but I put a mover going right at 2.0 then put a gyroscope pointing up at 100%. When I let it run for awhile i clicked on it and pressed up and it didn't go to the next layer just like you said. But when I put some boxes under it, after the point it moves down slightly, it went right over them. If it had actually gone down it should've hit them and stopped or gone out of wack or something. So it might just be the grid doing something and your part hasn't actually moved. Or there's the smallest gap between the grid lines. If that's true then ignore this lol. | 2012-08-11 13:09:00 Author: Dfw86 Posts: 138 |
None of these seem to work.... darn movers are rubbish if you want total accuracy. I think I'll stick to pistons for now. I have a question related to this. If you have a piston set to forwards/backwards, is there a way to make the backwards direction significantly quicker than the forwards one? Basically, the piston will push my level along at a slowish pace. If you did, I would like it to reset to the starting position quickly, and not have the player wait 60 seconds for the level to reset. Any ideas for this? All this can be so finicky. I have a bad feeling that it's not gonna work in the end. It keeps doing this weird thing - every time I do something I'll pause then unpause, and test it out..... then it'll fail, so then I rewind, try again... and it'll work! | 2012-08-13 12:59:00 Author: Ali_Star Posts: 4085 |
If you have a piston set to forwards/backwards, is there a way to make the backwards direction significantly quicker than the forwards one? Basically, the piston will push my level along at a slowish pace. If you did, I would like it to reset to the starting position quickly, and not have the player wait 60 seconds for the level to reset. Basically, you set the piston to 2 x extension time, but at 99% strength.Then hook up an invisible winch, still at 100% strength, to 2 x retraction time. Set both to directional, then hook up the extend input to both the piston and the winch, and there you go! It's explained in rtm223's "Welcome To the Wonderful World of Wenches! (http://www.lbpcentral.com/forums/entry.php?842-Welcome-To-the-Wonderful-World-of-Wenches!!)". If you're confused, I can show you in-game. | 2012-08-13 15:26:00 Author: L1N3R1D3R Posts: 13447 |
Basically, you set the piston to 2 x extension time, but at 99% strength.Then hook up an invisible winch, still at 100% strength, to 2 x retraction time. Set both to directional, then hook up the extend input to both the piston and the winch, and there you go! It's explained in rtm223's "Welcome To the Wonderful World of Wenches! (http://www.lbpcentral.com/forums/entry.php?842-Welcome-To-the-Wonderful-World-of-Wenches!!)". If you're confused, I can show you in-game. Thanks chum. Can you explain what you mean by the bolded points? I'll definitely give this a go, but part of me is wanting this section of my level to be a "1 chance only" type thing, although on the flip side, I do want players to experience the whole area. I'm conflicted. | 2012-08-13 16:38:00 Author: Ali_Star Posts: 4085 |
great blog! I didn't know that you could do logic in that way with LBP1. Amazing | 2012-08-13 18:45:00 Author: GribbleGrunger Posts: 3910 |
Can you explain what you mean by the bolded points? "2 x extension time" means you set the time of the piston to double of the time you want the piston to take to extend. "2 x retraction time" is the same thing, but with the winch, and retraction time. | 2012-08-13 22:17:00 Author: L1N3R1D3R Posts: 13447 |
"2 x extension time" means you set the time of the piston to double of the time you want the piston to take to extend. "2 x retraction time" is the same thing, but with the winch, and retraction time. I'm assuming that's to counter the resistance of the other and balance it to the desired timing? | 2012-08-14 01:31:00 Author: GribbleGrunger Posts: 3910 |
I'm assuming that's to counter the resistance of the other and balance it to the desired timing? No, it's just common piston and winch logic. | 2012-08-14 03:51:00 Author: L1N3R1D3R Posts: 13447 |
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