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#1

Help needed! Very hard to explain! Lol!

Archive: 11 posts


Hello, fellow gamers... Ive got a littlebigproblem I hope can be resolved in this post. I need help with my character. My character of my level will play semi-3d since I found out how to do it. But i dont want my character to roll in circles when hitting obstacles, I want him to maintain straight and move in a grid-like way. I want(so that when I turn the character) it will have the same effect but in a different position. I want to do this with my enemies but I want them to act AI-like and follow you; trying to hurt you. I know there is a way to do this but I just dont know how... Actually, is it even possible? Looking back at what Ive written; I dont think you will understand what I mean so Ill add some visual aid.46483

If you have an idea- tell me! If you dont know what the sack im saying...ill clarify. Lol
2013-08-16 04:27:00

Author:
Sonicthefellow7
Posts: 100


sonic if i think i understand you did you play this level http://lbp.me/v/1g9hte and is this what you are taling about2013-08-16 04:44:00

Author:
JKY
Posts: 119


You want to stop the character from rotating when they knock into something?

If the character moves in something like 90 degree increments anyway the acceleration/deceleration settings on the rotators/gyroscopes if you're using them should take care of that. It depends how your character is controlled, maybe you could post a screenshot of what you have atm.
2013-08-16 05:32:00

Author:
Ayneh
Posts: 2454


Hi Sonicthefellow7,
Your character is rolling along untill he hits an object, where hhe straightens up, knocks the object, then rolls again.

Start with your analouge L/R wired to a direction splitter. Wire the negative (-) to a rotator with a - rotation speed, and wire the positive (+) to another rotator with a + rotation speed. So pushing left or right rolls you in that way.

On the object you will collide with place a red tag.

On the characters microchip, place a red tag impact sensor. Wire this to Gyroscope facing directly (so the angle makes the character stand straight). put maximum on all the gyroscopes tweaks.
Now when the player collides with the object they will stand up in a fixed position.

You may still need to tweak it a bit... but this is a way to do it. Hope it helps.
2013-08-16 12:55:00

Author:
Sean88
Posts: 662


Ok, thanks guys my character doesnt rotate anymore but I need help on the enemy part of my post. If anyone knows how to do this- please contact me. thanks, i appreciate all of your help.2013-08-16 14:48:00

Author:
Sonicthefellow7
Posts: 100


Ok, thanks guys my character doesnt rotate anymore but I need help on the enemy part of my post.
The way I did enemy pathfinding in the past was to have 4 invisible arms around the enemy in the cardinal directions. The enemy would attempt to move closer to the player until the arm along the axis of travel impacted something in the environment, at which point it would move in any remaining unblocked direction with precedence given to the perpendicular, until that arm was no longer colliding with an object.
2013-08-16 18:13:00

Author:
Ayneh
Posts: 2454


I've spent quite a bit of time on pathfinding AI logic and have some solutions depending on how complex/clever you want the AI to be and what kind of other things (such as attack modes, evasive action etc) you want the AI to do. It's kind of similar to what Ayneh said, but will allow a few more options for AI routines. If the AI merely following the player all the time though then follow what Ayneh said and you should be sorted.2013-08-16 19:28:00

Author:
Mopkins
Posts: 123


Wow, thanks guys! Ill try everything you said and tell you the verdict.2013-08-16 20:05:00

Author:
Sonicthefellow7
Posts: 100


I've spent quite a bit of time on pathfinding AI logic and have some solutions depending on how complex/clever you want the AI to be and what kind of other things (such as attack modes, evasive action etc) you want the AI to do. It's kind of similar to what Ayneh said, but will allow a few more options for AI routines. If the AI merely following the player all the time though then follow what Ayneh said and you should be sorted.
I would like to see this it sounds interesting.
2013-08-23 22:08:00

Author:
JKY
Posts: 119


I would like to see this it sounds interesting.

I've basically tried to design a top down twin stick shooter, so been playing around with enemies avoiding objects. Come up with a solution that works, although the enemies just find A route around, not the BEST route around. I'd be happy to show you as I don't think I'm going to finish the level anytime soon, just message me when you'll be online and I'll invite you over.
2013-08-24 11:57:00

Author:
Mopkins
Posts: 123


Sounds cool i want to see this happen. Ill heart you in lbp2.2013-08-24 15:02:00

Author:
Sonicthefellow7
Posts: 100


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