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Custom Kart -making lights come on when accelerating w/o upseting user button config?

Archive: 6 posts


I am quite new to LBPK and I have made myself a pretty little custom kart that works easily enough. It has lights(rockets) on the back and I'd like them to turn on when the accelerate button is pushed as one might expect such a thing would work.

I have fiddled with controlinator/kartinator and that can work just fine for me using x as accelerate but then it will upset r2 accelerate people. Is there some way to tap into accelerate without having to remap all the buttons or some way to detect the user button preference or will I need a select your setting thing at the beginning or make 2 copies of the level?

I tried using the speed sensor instead but it's not quite the right effect.

What I need is outputs on the kartinator to detect that is it accelerating not telling it how to.
2013-09-06 06:44:00

Author:
Unknown User


Hook your lights up to a speed sensor instead, this is the same way you get wheels to rotate on a kart only when it is moving. 2013-09-06 14:12:00

Author:
atheistsw
Posts: 147


Hi Troll_sb.
I have made a kart with lights. This may be useful to you.
1. Make your kart design. (I like to have a kart cockpit to see where sackboy will be in relation to the scale and position of the kart.)
2. select any of the spotlight objects (lamp style casts the best glow). Now, rotate the kart and position the spotlight where you want it to be facing. Zoom your view out so you can see around the kart and tilt the bulb down so that the light beam is reflecting of the ground a little, and
the rest of the beam is shining ahead. A good ide is to make a block and place it ahead if the kart so you can get an idea of where the cast beam shines.
3. place the bulb, copy it and move the second beside it (like 2 headlights) now glue both of the spotlights to the front of your kart.
4. The lights in place, place blue tag reciver (i havent used these myself, I just use a huge radius tag sensor), but they might be better as they
have no range restriction.Wire the reciver (if you can) into both spotlights. Save your new kart.
5. Lastly go back to the spawn gate. On this, place a kart transformer for the new kart.
Also place a controllinator and a kartinator.
Open up the controllinators chip and from the button you want to be accelearate (say, X) tab, connect it to a blue tag.
Now, when you press X it will on the blue tag, the tag sensor on the kart (wired to the lights will turn on) will detect this and turn on the lights.
You might also need to set the controllinator to allow normal kart controls too (on its tweaks).
Lastly wire then X buttton on the controllinator to the accelerate input on the kartinator, so you get forward acceleration.
I hope this helpes mate.
2013-09-06 15:37:00

Author:
Sean88
Posts: 662


Hook your lights up to a speed sensor instead, this is the same way you get wheels to rotate on a kart only when it is moving.

Thanks, but as I said this doesn't quite work since my lights and effects are for rockets, so moving isn't enough when it is slowing they will still be on and should be when you are actively accelerating.


Hi Troll_sb.
I have made a kart with lights. This may be useful to you.
1. Make your kart design. (I like to have a kart cockpit to see where sackboy will be in relation to the scale and position of the kart.)
2. select any of the spotlight objects (lamp style casts the best glow). Now, rotate the kart and position the spotlight where you want it to be facing. Zoom your view out so you can see around the kart and tilt the bulb down so that the light beam is reflecting of the ground a little, and
the rest of the beam is shining ahead. A good ide is to make a block and place it ahead if the kart so you can get an idea of where the cast beam shines.
3. place the bulb, copy it and move the second beside it (like 2 headlights) now glue both of the spotlights to the front of your kart.
4. The lights in place, place blue tag reciver (i havent used these myself, I just use a huge radius tag sensor), but they might be better as they
have no range restriction.Wire the reciver (if you can) into both spotlights. Save your new kart.
5. Lastly go back to the spawn gate. On this, place a kart transformer for the new kart.
Also place a controllinator and a kartinator.
Open up the controllinators chip and from the button you want to be accelearate (say, X) tab, connect it to a blue tag.
Now, when you press X it will on the blue tag, the tag sensor on the kart (wired to the lights will turn on) will detect this and turn on the lights.
You might also need to set the controllinator to allow normal kart controls too (on its tweaks).
Lastly wire then X buttton on the controllinator to the accelerate input on the kartinator, so you get forward acceleration.
I hope this helpes mate.

Yes I did much of all that that was relevant to my design already. My problem is that if I just hook up the X button, then for people who usually use the R2 for acceleration won't get the lights, and the x button will accelerate and if they other are as they were then they will be unable to hop.

So does it compensate for different button configurations, or does like no one use r2 for accelerate?
2013-09-07 02:07:00

Author:
Unknown User


well...
Its the kartinator that actually will set how what button does what in terms of kart control. In other words whatever button that you wire into the accelerate tab will make the kart accelerate, whatever you wire to brake, makes the kart brake..
So to have say, the X or the R2 accelerate wire both buttons into an OR gate, and the or gates outup to the kartinators accelerate tab. This way, either button accelerates. Your makeing either button do the same accelerate option, via the or gate.
The kartinator is set to control what makes the kart do what, in terms of kart functions... (eg- the input labeled Horn sets what makes the horn function- it could be a button, an timer, anything. I believe, if you tweak the kartinators circuitboard ( as opposed to the actual kartinator itself), you can what the kart automatically does as a default. (like the accelerate automatically being on)
2013-09-07 23:35:00

Author:
Sean88
Posts: 662


Yes I do know that much I could watch and comprehend the tutorials without any issue.

I am trying to figure out how to compensate for user button preferences as set in the game menu, or it is is necessary.

If R2 and x are wired, x config people wont be able to spin/slap to the right, R2 people will be unable to hop/drift.
2013-09-08 01:24:00

Author:
Unknown User


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