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Jumping Objects w/ Controllinator Logic?

Archive: 4 posts


I'm trying to make an object that a player is attached to via controllinator and can control much like a regular character.

Left/right movement is easy. The jumping part is hard.

I've done:

Impact switch and X input ---> timer -----> up mover (timer intended to prevent flying players)

also tried

impact sensor and X input -----> sequencer with quick up and down movement (sequencer gives a bit more control over jump mechanics)

both have the problem with getting stuck to walls and allowing wall jumps. in some cases an object gets stuck in a top left/right corner.

i've tried to use two impact sensors, one with a delay, to make logic that requires the object to be touching the surface for a few seconds. this got really messy, maybe (?) could work, but i still couldn't get around the sticking to walls issue.

here's the caveat. i can't use tag sensors to make places that the object can't jump because of the way my level will be set up.

the goal is to have an object that jumps just like a player so you can use the object as the platforming character.

any help would be appreciated! i've spent 4+ hours working on the logic for this to no avail!
2012-10-07 18:54:00

Author:
Unknown User


here's the caveat. i can't use tag sensors to make places that the object can't jump because of the way my level will be set up.

Why? As far as I know that's the only way you can stop wall jumping etc.
2012-10-07 20:45:00

Author:
PGdafrog
Posts: 277


What I did in one of my minigames (not ever published, don't look it up), but that worked perfectly, was making the logic detect when you press X, so that it activates a counter, that activates a sequencer. That sequencer has a mover that moves the character you want to jump upwards for... well, that depends on how high you want to make it. Just explore a little bit, its really easy to setup. After a whole second (after the mover activation range zone if finished of course), I put a battery that restarted the sequencer as well as the counter. That way, you prevent wall climbing. And not even one impact detector used! I also remember putting a mover that made the character go down always (gravity effect), that was deactivated only in the jump sequence. But that was because the object has some gravity tweakers for other purposes! 2012-10-07 22:37:00

Author:
yugnar
Posts: 1478


I had aspects of that in some of my experiments but never put the whole puzzle together. I'm going to give that a shot. Thanks a TON for your help!!!

EDIT:

Ok that is AWESOME.

The anti-gravity tweaker is the key to stopping the wall jump. High gravity around the object will pull it right back to the ground without sticking to the wall.

Dude you rock. I seriously spent 4+ hours trying to figure this one out. I had some crazy crazy setups at some points - 10+ switches lol.
2012-10-07 23:22:00

Author:
Unknown User


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