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Roll, Tilt, In/Out Help with Controllinator
Archive: 4 posts
I need some help troubleshooting my controllinator. I want to have a small object (basic polystyrene, about the size or sackboy's head) that has a controllinator on it. The intended actions of this object would be as follows: 1) No input = object slowly sinks (I got this one already, it is just a not gate attached to a simple mover from the X buton). 2) Roll(?) like a steering wheel of a car = object turns clockwise or counterclockwise, only activated while pressing X. 3) X button = moves the object in the direction it is pointed. 4) Tilt(?) like checking charging port or power button on the PSVita = move the object in/out once and returning to a non-tilt position allows to tilt in the same direction again to move in/out once more respectively. I'm including screenshots of my setup and the settings for the three main logic pieces. I read on a separate thread that splitting the signal and then recombining them helps differentiate positive/negative signals for the rotator (this may be wrong). Pushing the X button, my object moves to the right and sinks rapidly to the ground. Once it hits the ground, the only thing I can have it do is slide along the ground when I push X. I cannot rotate it up and fly back into the open. I assume I am using the controllinator wrong, but the game tutorials don't give good details on how the roll, tilt, in/out, and L/R/U/D controls work. If anyone has suggestions, I would greatly appreciate sharing. http://www.lbpcentral.com/forums/attachment.php?attachmentid=47522&d=1389549937 http://www.lbpcentral.com/forums/attachment.php?attachmentid=47523&d=1389549951 http://www.lbpcentral.com/forums/attachment.php?attachmentid=47524&d=1389549966 | 2014-01-12 06:20:00 Author: getyourwings5 Posts: 35 |
It looks like the reason your object moves to the right when you press the X button is because you have a positive signal from the X button going into an advanced mover. Try changing the advanced mover for a normal mover set to "Local Space", horizontal speed set to zero, and the vertical (forward) speed set to whatever you want it to be. I don't think the logic for the in/out movement would work. I may be wrong, but I don't think you can have positive and negative signals going into an in/out mover to move it either in or out. I would try using a direction splitter going into two in/out movers - one set to "Move Out Once" and the other set to "Move In Once". | 2014-01-12 10:47:00 Author: fluxlasers Posts: 182 |
Thank you, fluxlasers. I did exactly what you said about replacing the advanced mover with a normal mover. Worked like a charm. The in/out movement does need two separate movers. It worked, but the whole tilt thing was a bit dodgy and not to my liking; I just will use L and R triggers instead. Thank you again for those tips. I still haven't found any good tutorial on how the four input modes in the center of the controllinator work. I have only figured out roll. http://www.lbpcentral.com/forums/attachment.php?attachmentid=47525&d=1389550240 As far as the sticking to the ground issue, it looks to be caused by the shape of my object (see image). When I placed the controllinator on a larger, round piece of basic polystiryne, I have fewer issues rotating and moving on from walls, except corners still seem to be the sticking point. The smaller shape clunks in and fails to rotate after that. I may just have to abandon the tilt option and go with the left/right stick control with movers. I'm guessing a rocket rotator at that point to have the object point in the direction it's travelling. http://www.lbpcentral.com/forums/attachment.php?attachmentid=47526&d=1389550261 | 2014-01-12 19:45:00 Author: getyourwings5 Posts: 35 |
I think it's a wise move to avoid tilt controls. It can work well when using just one axis of rotation, but it becomes difficult to control when you use 2 axis of rotation. I think the four output modes for the six axis motion sensing is a bit confusing too. The two on the right are pretty straight forward, but the two on the left (rotation sensing) are a bit more complicated. I may be wrong here as I haven't used the rotation sensing for a long time, but I think there are 2 different ports for sensing "Pitch", one is for sensing pitch motion when the vita is flat and the other is for sensing rotation when the vita is upright. I wouldn't use a rocket rotator for your object. If you are using the sticks to rotate your object use a joystick rotator. If you use a joystick rotator to "steer" your object - connect the left/right output from the stick to the left/right port on the joystick rotator, then connect a battery (set to 100%) to the top (up/down) port of the joystick rotator. The battery will stop the object from 'snapping' and make the object rotate smoothly when you move left and right. This will enable your object to rotate 180 degrees, but if you want it to be less than 180 degrees connect the output from the left/right stick port to an AND gate. Connect a battery set to 50% to the other port of the AND gate, then tweak the AND gate and set it to A x B. Then connect the output of the AND gate to the left/right input of the joystick rotator. By adjusting the battery (the one connected to the AND gate) you can adjust how much the object rotates. | 2014-01-13 20:33:00 Author: fluxlasers Posts: 182 |
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