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Help with my Sackbot's Movement

Archive: 11 posts


Hi. Some of you may have played my new(ish) level and may be aware that the movement of the sackbot has been causing people problems.
Now, using the d-pad might be easier for some, but I believe that many would still feel more comfortable using the left stick. Using the d-pad does tend to make it easier to control.
The problem is that the sackbot can feel a bit "light". It moves at a constant pace, so even if you only move the stick slightly, it''ll move at its highest speed. It is possible to move in small increments, but again this is easier using the d-pad.

Right, so this is how it's currently setup (I can get pics later if required).

On the main controlinator (not connected to sackbot):
- Left/right left-stick output leads to direction splitter
- +ve output leads to "R" tag
- -ve output leads to "L" tag

Sackbot walking speed set to 30%.

On the sackbot's controlinator:
- Separate tag sensors (set to strength) for the L/R tags are connected to sequencers
- Sequencer set to positional and is half a bar long
- There is a battery on the sequencers, set to 90%
- Batteries are connected to +ve/-ve inputs of direction combiner, which in turn is connected to the left/right input of the left stick

So, I need a way to make sackbot movement more "gradual", whilst not changing the maximum speed of the bot.... if this is at all possible?
2013-04-08 10:39:00

Author:
Ali_Star
Posts: 4085


i havn't played said level so i'm probably missing something, but player controlled sackbots are "gradual" by default, just like normal sackboy, so based on your description i dont see why you need to spit at all, either make the bots controllinator a receiver, or wire to a single tag then wire a strength sensor direct to the bots controls.
if this is not what you are after, you may need to better describe the effect you are going for
2013-04-08 15:35:00

Author:
evret
Posts: 612


i havn't played said level so i'm probably missing something, but player controlled sackbots are "gradual" by default, just like normal sackboy, so based on your description i dont see why you need to spit at all, either make the bots controllinator a receiver, or wire to a single tag then wire a strength sensor direct to the bots controls.
if this is not what you are after, you may need to better describe the effect you are going for

I'll look into this, but I'm not if it'll work, and to be honest, with the way I've done my logic (ie using separate tags) it would take a real overhaul to do it this way! Plus, this doesn't solve the issue that the sackbot's max speed can only be at 90% (which is what the batteries are for).... or does it?
2013-04-08 15:48:00

Author:
Ali_Star
Posts: 4085


this is what i meant, i didn't understand the effect you were after based on your original description.
So you want bot speed set to 30% and this setup should only be able to use 90% percent, however players should be able to use full range between 0% and 90%......right?

if so, you could still use a single tag, but i'll explain a way to do it with 2 tags so so you dont need to change that part. just wire each sensor into a 2 port AND gate with a 90% battery, then wire both AND gates to your combiner. this will cap both directions to 90%. is this what you are after?
2013-04-08 20:51:00

Author:
evret
Posts: 612


this is what i meant, i didn't understand the effect you were after based on your original description.
So you want bot speed set to 30% and this setup should only be able to use 90% percent, however players should be able to use full range between 0% and 90%......right?

if so, you could still use a single tag, but i'll explain a way to do it with 2 tags so so you dont need to change that part. just wire each sensor into a 2 port AND gate with a 90% battery, then wire both AND gates to your combiner. this will cap both directions to 90%. is this what you are after?

I dunno.... but I'll give it a try, that's for sure.

When using just 1 tag, can you invert it so that when you press left, the bot will move right? Because in my level, I use the attracto tweaker so that the bot will walk on the ceiling. However, when it does this, the camera is flipped so it still appears as though it's walking on the floor, so I have to flip the controls so that when you press left, the sackbot moves to its left... when in actual fact it is moving right. Likewise I had to do the same for when it is walking on the wall (which will again look like it's walking on the floor due to camera flippage). But then I have to hook it up to the up/down controlinator input.

Play my level then you'll get a better idea.
2013-04-09 09:32:00

Author:
Ali_Star
Posts: 4085


Could you do this. Have a controllinator and a bot with 2 controllinators on it. the player controllinator lets call this A1a is set to transmitter . The bots controllinators are A1b and B1 and both on the bot chip. Now set A1b as Receiver and hardwire outputs onto B1 (during the hardwire process, place nodes within chips inbetween). By doing this you can place walls/signal blockers within the logic between the two. Say if when a Player hits R1 a tag(1a) off the bots(say in a master controls override chip that is placed off the bots and board) is activated that prevents the bots from walking. Hence you would place a node within a chip between A1 and B1 with an inverted tag sensor (1a) inputed to the bottom of the chip . The tag(1a) is set on a timer that in set to count down to prevent R1 and any other of the controls from working til the timer finishes counting down.

If you wanna toy around with this a bit, I will be back around the 14th. We could meet up in LBP
2013-04-09 11:49:00

Author:
L-I-M-I
Posts: 611


I need a way to make sackbot movement more "gradual", whilst not changing the maximum speed of the bot.... if this is at all possible?
I would try using a dampener connected via an inverse timer to the analog stick and d-pad.

As the player begins to move the bot the analog signal to the dampener would decrease to 0, so it ought to accelerate more slowly but still be able to reach top speed.

Would that work?
2013-04-09 13:35:00

Author:
Ayneh
Posts: 2454


I would try using a dampener connected via an inverse timer to the analog stick and d-pad.

As the player begins to move the bot the analog signal to the dampener would decrease to 0, so it ought to accelerate more slowly but still be able to reach top speed.

Would that work?

You might have to explain what you mean by a "dampener".
2013-04-09 13:38:00

Author:
Ali_Star
Posts: 4085


You might have to explain what you mean by a "dampener".
Oh, sorry, I meant the dampen setting on the gravity tweaker.
2013-04-09 13:42:00

Author:
Ayneh
Posts: 2454


Oh, sorry, I meant the dampen setting on the gravity tweaker.

Ahh right. So, by this I gather that you can scale the "dampening effect" of the grav tweaker?
2013-04-09 13:55:00

Author:
Ali_Star
Posts: 4085


Here's a great group of sackfolk that would love to help you
http://www.littlebigplanetarium.com/topic/6181-need-something-resolved/
2013-04-09 17:07:00

Author:
L-I-M-I
Posts: 611


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