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#1

Having trouble with a moving platform!

Archive: 13 posts


This might be a bit of a basic problem but I haven't played LBP in over a year so meh

I'm trying to make moving platforms that are controlled with movers rather than pistons and it mostly seems to work fine, but I don't know how to make it so Sackboy can't affect the movement of the platform. The platform moves smoothly by itself and then the second Sackboy jumps on it the platform starts sinking or spinning around.

My usual method of stopping stuff from moving is giving it an anti-grav tweaker with the dampening on 100%, but this seems to stop the movers from moving the platform as well.

Any help?
2013-02-27 20:59:00

Author:
Dexiro
Posts: 2100


If you don't wish the platform to spin, put a gyro on it and max the settings. 2013-02-27 21:04:00

Author:
DokterVintij
Posts: 31


The Anti-Gravs would only be able to stop the Movers from moving if you have the AGs Dampening set too high, or if it was completely full.

Anyways, To stop your platforms from Rotating, place either a Gyroscope on them, or a Basic Rotator. Set the Basic Rotator to 100% strength and 0 speed, and it will work towards completely stopping all movement.
The Gyroscope can keep your platform the right way up, but it does still give the platform a little bit of freedom to spin, before the Gyro pulls it back.
Use whichever setup you like using either or both of these Rotators.

As for getting your platform to move, your Mover should be set to 100% strength. It's not completely resistant to weight and outside forces, but if you haven't done this already, you should have.
If you're finding that your platform gets knocked off it's path and continues to move in an offset direction/pattern, try using a Follower Mover set to follow a Tag, and use those Tags as your waypoint. If the Tags are on invisible holo or part of the level floor/wall/whatever, the Tags work as an immovable waypoint and should resolve the majority of issues regarding Mover inaccuracy.
2013-02-27 21:08:00

Author:
Ostler5000
Posts: 1017


Ooo Follow Movers! I like that idea Thanks, I'll give it a go.2013-03-03 14:14:00

Author:
Dexiro
Posts: 2100


Or, you could use a Piston with 0 time to keep it up. Set it to invisible, and your good.2013-03-03 17:35:00

Author:
Undarivik
Posts: 442


I'm going to bring this back.

here are the steps:
1. Emitter emits platform. Emitter never stops emitting platforms, with a delay in between.
2. Platform moves right
3. player jumps and grabs onto platform.
4. Platform moves right until it hits a certain point and disappears.

My issue is when sackboy grabs the platform, the platform starts to sink a little, causing it to miss it's mark.

I have a gyro set to 100%
Anti-grav is set to 100%/99%

using movers seems like a mess of logic for something so simple.

- - - - - - - - - -

Ended up using tagged movers. All I could think while doing this was "this will be much easier with rails."
2014-08-20 19:20:00

Author:
Biv
Posts: 734


There are mass issues. If you put a mover on a piece of material that weighs less than a sack person a sack person will make it sink even if it is set to 100% strength. Change the material to metal or make it bigger and sack boys weight won't effect it.

In your case a mover or a follower set to 100% seems like the best choice. If you're using 100% setting I think the anti gravity logic is not necessary.
2014-08-22 00:55:00

Author:
one-mad-bunny
Posts: 334


I'm going to bring this back.

here are the steps:
1. Emitter emits platform. Emitter never stops emitting platforms, with a delay in between.
2. Platform moves right
3. player jumps and grabs onto platform.
4. Platform moves right until it hits a certain point and disappears.

My issue is when sackboy grabs the platform, the platform starts to sink a little, causing it to miss it's mark.

I have a gyro set to 100%
Anti-grav is set to 100%/99%

using movers seems like a mess of logic for something so simple.

- - - - - - - - - -

Ended up using tagged movers. All I could think while doing this was "this will be much easier with rails."

I had the same problem ages ago and if you just use a simple mover and set it to 100% on acceleration and deceleration then it will be fine. Just add a gyro at max as well then you'll be fine.
2014-08-22 16:32:00

Author:
raptor42694
Posts: 89


This might be a bit of a basic problem but I haven't played LBP in over a year so meh

I'm trying to make moving platforms that are controlled with movers rather than pistons and it mostly seems to work fine, but I don't know how to make it so Sackboy can't affect the movement of the platform. The platform moves smoothly by itself and then the second Sackboy jumps on it the platform starts sinking or spinning around.

My usual method of stopping stuff from moving is giving it an anti-grav tweaker with the dampening on 100%, but this seems to stop the movers from moving the platform as well.

Any help? Why can't u use pistons? You can make them invisible
2014-08-23 01:10:00

Author:
ZNBJ
Posts: 181


Why can't u use pistons? You can make them invisible

I actually prefer to use pistons as well, and they're probably what you should use for stability UNLESS:

1) the object is emitted, or
2) there are more than two vertices in the path.

If either are the case, then you should use movers in the ways suggested in earlier posts.
2014-08-23 16:58:00

Author:
L1N3R1D3R
Posts: 13447


I haven't read the thread so forgive me if someone had already said this. Don't use a mover use an advantaged moved and set it too 50% acceralation and 50% deceration (Don't really matter how much you put it on as long as the same number is present and is 50 or more this should work). At that point the move will only move, Stop or otherwise on your command.2014-09-02 17:26:00

Author:
Jonarrthan
Posts: 310


Hey play my tags, rotators, and movers tutorial. The tutorial follows immediately after the sample level. http://lbp.me/v/yzd5j7 It should provide enough information to fix your problem.. Or you can try this on a square of invisible holo place a microchip with your mover and a tag... on your platform place a microchip with a follower set to follow the tag on the holo set to max speed and a gyroscope set to max settings. now your platform will move the same as the holo and when sackboy or girl grabs it won't sink or spin... my tutorial covers this. Laterez. Here is a photo : Now instead of timers you can use tags on the wall and use a selector with a tag detector attached to the bottom set to a small distance say 2.5 to 4.0 to automatically change the direction... and attach the outputs to the movers.2014-09-07 08:32:00

Author:
darkknight2010
Posts: 69


Hey play my tags, rotators, and movers tutorial. The tutorial follows immediately after the sample level. http://lbp.me/v/yzd5j7 It should provide enough information to fix your problem.. Or you can try this on a square of invisible holo place a microchip with your mover and a tag... on your platform place a microchip with a follower set to follow the tag on the holo set to max speed and a gyroscope set to max settings. now your platform will move the same as the holo and when sackboy or girl grabs it won't sink or spin... my tutorial covers this. Laterez. Here is a photo : Now instead of timers you can use tags on the wall and use a selector with a tag detector attached to the bottom set to a small distance say 2.5 to 4.0 to automatically change the direction... and attach the outputs to the movers.
Looks very useful, Queued for later. Thanks
2014-09-12 22:53:00

Author:
nickram
Posts: 29


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