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Make attract-o work for one bot but not others?

Archive: 6 posts


I'm working on a boss fight for a level where I want the boss to be able to scurry up the sides of a structure to reach the players, but the players don't have the same ability. I was thinking of using an attract-o-tweaker to achieve the effect, but there's nothing stopping the players from using it too. I can't simply make the players unattractable (if that's even possible) because there are other things they need to be attracted to in the level... so maybe using the attract-o-tweaker for the boss isn't the best idea. Any thoughts on making a boss scurry up a wall? Ideally it'd look like he was crawling up the wall, but if I have to make him run up the wall (with an attract-o-tweaker or something) then that would work too.2013-03-26 04:38:00

Author:
Sehven
Posts: 2188


Hello
I would suggest to use the LBP2-Torials by Comphermc: #13, #14, #15, #18, #24 & #25. I think the combination of these tutorials will have all the information you need for your specific boss fight.
Here is the link: http://www.youtube.com/user/LBPlanetorials/videos?view=0&flow=grid
Cheers

P.S. - Excellent Transformers costumes:star:
2013-03-26 05:50:00

Author:
cradle2grave
Posts: 148


Ah hey Sehven. When did you come back to the forum?

Anyways. The first thought that comes to mind is to make the wall? into small chunks each with attract-o-tweakers on them. Then when the player touches them, have logic turn off that chunk of attract-o-tweaker wall until the player goes away from it. This may not be the best way, but it could help you. *mew
2013-03-26 06:05:00

Author:
Lord-Dreamerz
Posts: 4261


I think the combination of these tutorials will have all the information you need for your specific boss fight.

Thanks. I'm no slouch when it comes to A.I. or bot animation/control, but I'm certainly not on Comph's level, so I was able to pick up a few tricks from those vids. I always meant to get around to watching his vids but I figured I already knew a good chunk of it and 20-something vids at 10-20 minutes each is a bit daunting.

Those videos seem to confirm what I already suspected: there really isn't a way to create a good looking crawling animation, though a quick series of successive grabs interleaved with an upward mover might work alright (kind of like the ledge climb combined with the shimmy logic he demonstrated). I had written off sackbot recording pretty early on as not being adaptable enough for complicated A.I. but after watching Comph's vids, I might have to reconsider that.


Ah hey Sehven. When did you come back to the forum?

I've been poking my head in and making the occasional post for a couple of months but I've only gotten back into creating in the last few weeks.


Anyways. The first thought that comes to mind is to make the wall? into small chunks each with attract-o-tweakers on them. Then when the player touches them, have logic turn off that chunk of attract-o-tweaker wall until the player goes away from it. This may not be the best way, but it could help you. *mew

That's a little more complicated than I want to make it. I suppose that's just laziness on my part, but there's also the issue that a player could interfere with the boss' movements by being in the way. I'm not sure how I'm going to make him prioritize targets among the players: if I go with attack-the-closest, then I guess he wouldn't need to climb if there were a player in the way, but I was also considering having him target the player with the highest or lowest score (either to try to bring down the high-scorer by trying to kill him, or to give the low-scorer more opportunities to hit the boss by having him aggressively follow that player), so, depending on whether I decide I like that idea or not, a player might interfere with his movements by disabling the attractor.

Thanks for the suggestions, both of you. I'll do some experiments with both and see what looks best. I also have another idea: the wall in question would be in the back layer, which the players will have no reason to occupy in that area of the level (if they drop from above, they should automatically shift to the middle layer to land on the platform in that layer), so maybe I'll just use an in/out mover to force them out of the back layer and give the boss one to let him into it. I'll try all those ideas and see which one works best.
2013-03-26 10:22:00

Author:
Sehven
Posts: 2188


Don't know if this is relevant to your project, but just to mention:
A little problem I ran into with making sackbot on attract-o gel is that flee and follow behaviors didn't work - all movement had to be done by acting.
2013-03-26 19:15:00

Author:
Pookachoo
Posts: 838


Don't know if this is relevant to your project, but just to mention:
A little problem I ran into with making sackbot on attract-o gel is that flee and follow behaviors didn't work - all movement had to be done by acting.

That is entirely relevant, and, while it won't solve my problem, it is very good to know. Thanks!
2013-03-27 09:09:00

Author:
Sehven
Posts: 2188


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