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#1

Making a Sackbot Move Its Head

Archive: 12 posts


Hello LBPCentral,
I am requesting help on some player-controlled sackbot logic I haven't been able to figure out.

In my RPG-like level, the player is never visible and controls a sackbot via the usual following hologram controllinator.
The sackbot has a system set up where at some points he can possess a weapon, in this case a small pistol.
The pistol is wired so that moving the right analog stick moves his arm (by using a Joystick Rotator), and pressing R1 while aiming will fire.

The problem is, the firing animation and path of the bullet only work as precisely as possible when the sackbot is facing the direction he's shooting. I doubt the player is going to want to have to tilt the controller deliberately every time he/she shoots.
My question is: Can I wire the controller so that moving his arm with the right analog stick left/right will move his face left/right? Is it possible to control or restrict head tilt at all?
2013-01-06 16:22:00

Author:
tim
Posts: 24


I haven't checked this, but I recall there being a way to make the sackbot look at a tag somewhere in it's behaviour settings? It may get disabled when in a player controlled sackbot, I can't remember, but it may be worth a look.

If it does work and you're unsure how to make a tag for him to look at, i have a few suggestions, just lemme know.
2013-01-08 00:54:00

Author:
Mopkins
Posts: 123


I'm not sure about this but I think there's a tilt input on the controllinator... You could hook up anything to that and that will control its head.2013-01-08 06:32:00

Author:
TylerSD
Posts: 30


Tilt control would be great, sadly there's only an output and no input to the controllinator's tilt

I completely forgot about that function. Using a tag isn't the best since the sackbot's head is a little wobbly in motion and he stops looking at the tag when he runs, but it works until a better way is discovered. Thanks for mentioning that
2013-01-08 21:49:00

Author:
tim
Posts: 24


Are you using the right controllinator?

The right one to check is the one on the sackbot's circuitboard, try wiring the right stick to the tilt input.
If not, try looking up Comphermc on YouTube, under 'LBP2-Torials'.
2013-01-10 16:48:00

Author:
Protoraptor
Posts: 960


Hello LBPCentral,
I am requesting help on some player-controlled sackbot logic I haven't been able to figure out.

In my RPG-like level, the player is never visible and controls a sackbot via the usual following hologram controllinator.
The sackbot has a system set up where at some points he can possess a weapon, in this case a small pistol.
The pistol is wired so that moving the right analog stick moves his arm (by using a Joystick Rotator), and pressing R1 while aiming will fire.

The problem is, the firing animation and path of the bullet only work as precisely as possible when the sackbot is facing the direction he's shooting. I doubt the player is going to want to have to tilt the controller deliberately every time he/she shoots.
My question is: Can I wire the controller so that moving his arm with the right analog stick left/right will move his face left/right? Is it possible to control or restrict head tilt at all?

Well it's possible that you can control what a sackbot looks at. The most helpful option would be Look at Tag option. Here's how to fix this:

Place two holograms either side of the sackbot and give them different colours/labels but make sure they're fixed or follow the sackbot so that this will work. From there you want to make some changes to the controllinator on the sackbots chip (assuming it's controlled by R/C) and place a selector with two outputs/inputs. Then you want to place a direction splitter next to the selector and connect the left/right output of the controllinator into the direction splitter; + is right, - is left.

Connect the + output to the top input and connect the top output to the tag that is to the right of the sackbot. Do the same with the - output and connect that to the lower input of the selector and the lower output to the tag that is to the left of the sackbot. If done correctly the sackbot will continue to look in the direction that he was last moving in .
2013-01-13 18:01:00

Author:
MSTER232
Posts: 247


wow that's a lot harder then just placing a controller on the sack bot and using the overrides that is after all what there there for
http://i5.lbp.me/img/ft/3c54ed42fe176d362db6dc29ebeb7c9271269033.jpg
2013-01-15 12:08:00

Author:
JKY
Posts: 119


No. Sackbot chips that override other ones will not do this. The requirement by the OP is that the sackbot needs to be continuously looking in the same direction that he was last moving in. The method I have above is just my way of doing it and it's not even that hard. It sounds quite hard because it's typed up as a block of text but it would be much easier if I got some pictures showing the whole thing.2013-01-16 20:36:00

Author:
MSTER232
Posts: 247


Are you using the right controllinator?
Silly me. I am using a remote control where the player sits on a piece of hologram, and was looking at the wrong controllinator board. Thanks!

Anyway I wired up the right analog stick to the tilt input on the sackbot, and it works, but is very wonky and wobbly because the sackbot seems to be taking input from both the right analog stick and the PS3 controller's tilt now.

MSTER232 and JKY: Sorry if my post was confusing, but I am not looking to make the sackbot look in the direction he was last facing. I am trying to make it to where when you move the RIGHT stick (and only when you're moving the right stick [which aims a weapon in the sackbot's hand]), he will look the direction he's aiming in.
2013-01-17 01:18:00

Author:
tim
Posts: 24


I am trying to make it to where when you move the RIGHT stick (and only when you're moving the right stick [which aims a weapon in the sackbot's hand]), he will look the direction he's aiming in.

Place down a direction splitter on the controllinator and then hook up the right stick to it.

Lay down 2 microchips and on each one, put a battery, 1 %100 negative and 1 %100 positive.

Go back on the controllinator and lay down a 2-port selector, connect it to each microchip.

Then lay down an OR gate and hook up both of the batteries to it, then connect the OR gate output to the tilt input. I would show pictures but I'm quite lazy right now


That should work, I done something similar in my video:

https://www.youtube.com/watch?v=r7IcbC7cTCw
2013-01-17 03:49:00

Author:
zzmorg82
Posts: 948


Anyway I wired up the right analog stick to the tilt input on the sackbot, and it works, but is very wonky and wobbly because the sackbot seems to be taking input from both the right analog stick and the PS3 controller's tilt now.

Have you tried using two controllinators? Set one to be your remote receiver, but don't have it control the bot. Set the other one to control the bot but don't set it to be a receiver. Then just connect the output from each of the receiver's controls to each of the other's controls, except for the tilt. Wire the right stick from the receiver to the right stick and tilt inputs on the other controllinator. This way your bot won't receive any signal from your tilt, but will receive it from the right stick instead. You can use this method to disable any controls you like (if you don't want R2 to trigger the bot's right hand, for example).
2013-01-21 08:38:00

Author:
Sehven
Posts: 2188


Great method! Thanks for the post. He (the sackbot) is working well now.2013-01-24 22:19:00

Author:
tim
Posts: 24


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