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How to make a patrolling Sackbot?
Archive: 10 posts
So I am working on the Vita version, but I believe programming it would be the same as the LBP2, so I decided to ask here. I have a Sackbot with a creatornator on them, and wish for them to walk back and forth and if I step into their range they will shoot and kill me. But I want him to only spot me if I am on the same layer as him... So how do I do that? So far I haven't found out how to get him. I did make a player sensor and connect it to him, but the radius in the sackbot brain appears to override it... | 2012-09-16 20:54:00 Author: Unknown User |
Assuming everything on the Vita does work the same a it does on the PS3, you could set the default sackbot setting to not be hostile towards the player, but when the player is in the same layer as the sackbot, it could turn mean. To achieve this, you could place a player sensor on the sackbot's microchip, that activates only when the player is in the same layer as the sackbot, and has the same radius as that of the sackbot 's awareness. That could activate a personality chip for the sackbot to make it mean. | 2012-09-17 17:01:00 Author: Unknown User |
Assuming everything on the Vita does work the same a it does on the PS3, you could set the default sackbot setting to not be hostile towards the player, but when the player is in the same layer as the sackbot, it could turn mean. To achieve this, you could place a player sensor on the sackbot's microchip, that activates only when the player is in the same layer as the sackbot, and has the same radius as that of the sackbot 's awareness. That could activate a personality chip for the sackbot to make it mean. What is the personality chip? I see no option for that and I googled it. | 2012-09-17 19:16:00 Author: Unknown User |
I can't remember the proper name for the personality chip, but in your tools bag, it can be found next to the sackbot. If you can't find it, you could make a duplicate of the one that is already on the sackbot, and modify that one. Remember, like I said, I am assuming everything on the Vita version is the same/ very similar to that of LBP2. Here is a picture of it, if you still don't know what I am refering to: http://i55.tinypic.com/289dauo.jpg | 2012-09-17 23:18:00 Author: Unknown User |
I can't remember the proper name for the personality chip, but in your tools bag, it can be found next to the sackbot. If you can't find it, you could make a duplicate of the one that is already on the sackbot, and modify that one. Remember, like I said, I am assuming everything on the Vita version is the same/ very similar to that of LBP2. Here is a picture of it, if you still don't know what I am refering to: http://i55.tinypic.com/289dauo.jpg I got it! Finally, the freaking Player Sensor decided to revert back to "Any Layer" for some reason. http://i575.photobucket.com/albums/ss192/Kortenx12/2012-09-17-172442.jpg So far it works great but, I don't know how to make him actually patrol, or also how to make it so that his awareness in his idle state (when he is moving back and forward) doesn't stop when the player is right behind them. | 2012-09-17 23:39:00 Author: Unknown User |
There is a 'patrol' option on the sackbot. Just set it to that and allow layer changing. Now have that second chip set up to attack him if he's in range | 2012-09-17 23:59:00 Author: GribbleGrunger Posts: 3910 |
There is a 'patrol' option on the sackbot. Just set it to that and allow layer changing. Now have that second chip set up to attack him if he's in range Well, I know there is a patrol option, but I was planning on some sort of stealth, so he would patrol back and forth on a single layer. | 2012-09-18 01:49:00 Author: Unknown User |
Sacbots are not to be trusted. I might try removing the player sensor from the sacbot's chip and place it on something stationary. If you don't like the patrol option, you could make him 'follow way point'... place a tag at either end of his patrol zone. when the sacbot gets close to one tag turn it off and activate the other. You can even set him to not change layers. If you want him to chase the players after they are detected no matter what layer they are in you need to change your logic a bit so that the hostile behavior chip stays active when the player steps out of range of the player sensor. hope this helps. | 2012-09-18 03:01:00 Author: one-mad-bunny Posts: 334 |
Sacbots are not to be trusted. I might try removing the player sensor from the sacbot's chip and place it on something stationary. If you don't like the patrol option, you could make him 'follow way point'... place a tag at either end of his patrol zone. when the sacbot gets close to one tag turn it off and activate the other. You can even set him to not change layers. If you want him to chase the players after they are detected no matter what layer they are in you need to change your logic a bit so that the hostile behavior chip stays active when the player steps out of range of the player sensor. hope this helps. How would one go to making this happen? | 2012-09-18 07:49:00 Author: Unknown User |
Well, I know there is a patrol option, but I was planning on some sort of stealth, so he would patrol back and forth on a single layer. There's a simple on/off option for "change layers" in the same settings that you can choose "patrol", further down the menu. Turn it off, and the sackbot will stick to the layer it's in. So far it works great but....how to make it so that his awareness in his idle state (when he is moving back and forward) doesn't stop when the player is right behind them. If for example you want the sackbot to walk right and detect only the area in front of itself (right side), then turn left and only detect the area in front of itself (left side) you will need some slightly more complicated logic. It will work with a pair of player detectors on the sackbot for triggering the attack, instead of just one detector. Turn a player detector clockwise and set its radius to anywhere between 45-180 degrees instead of 360 degrees (right side detector). Then copy it and turn the copied one counterclockwise (left side detector). Then you'll need to also place ONE tag sensor with a selector or on/off switch on the sackbot and place set TWO tags in the level at the two end points of the sackbot's patrol area, which is what one-mad-bunny was talking about. If it's all a bit complicated to imagine, don't worry. We can eventually get some visuals in the thread. Easier shown with pictures, but I'm not in a position to do that now. Keep it up! You're more than halfway to your solution. | 2012-09-18 08:51:00 Author: Unknown User |
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