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#1

Top Down Jumping

Archive: 9 posts


I could use some help with some logic. I'm trying to make it so my topdown character can jump, but when ever I jump on something and walk off I'll be floating on the same layer:
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48422
(I've been trying to do this in LBP2 but put it on Vita for easier picture taking)
Iv'e trying everything I can think of but I can't find a way for him to fall when he walks off. Here's my logic:
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48424
Is there anyone that knows what I can do?
2014-07-08 00:00:00

Author:
DaFrontPorch
Posts: 20


Here's one solution that could work

Attach tags to sticker panels (one for each layer), put each in its own layer and give it a name (i.e. layer1, layer2, or whatever). You want the sticker panels to be about as far apart as the controlled object is wide.
Next, put three impact sensors into your logic. You'll need one of these for each layer, so name and colour them accordingly. Make sure include adjacent layers is on.
Now, connect each impact sensor to its own NOT gate.
Wire each NOT gate to it own timer with the following settings: start count down, 0.1s
Take out three AND gates and put them down, keeping the # of inputs to 2.

Here I might have a hard time explaining myself, so pay attention.
You're going to connect an impact sensor to one port of an AND gate.
Now, connect the timer for the layer ABOVE it to the other port of the AND gate. If dealing with the top layer, connect it to the bottom.
Repeat for the other layers.
This should give a scenario for each AND gate: layer 2 going to layer 1, layer 3 going to layer 2, and layer 3 going to layer 1.
For the first two, the controlinator will just move one layer in. For that last scenario, it will need to move two layers in (I'll leave you to figure that out).

If you're confused I can upload some screenshots of logic if you want

-Wolf :3
2014-07-08 20:57:00

Author:
ShadowArcticWolf
Posts: 131


Here's one solution that could work

Attach tags to sticker panels (one for each layer), put each in its own layer and give it a name (i.e. layer1, layer2, or whatever). You want the sticker panels to be about as far apart as the controlled object is wide.
Next, put three impact sensors into your logic. You'll need one of these for each layer, so name and colour them accordingly. Make sure include adjacent layers is on.
Now, connect each impact sensor to its own NOT gate.
Wire each NOT gate to it own timer with the following settings: start count down, 0.1s
Take out three AND gates and put them down, keeping the # of inputs to 2.

Here I might have a hard time explaining myself, so pay attention.
You're going to connect an impact sensor to one port of an AND gate.
Now, connect the timer for the layer ABOVE it to the other port of the AND gate. If dealing with the top layer, connect it to the bottom.
Repeat for the other layers.
This should give a scenario for each AND gate: layer 2 going to layer 1, layer 3 going to layer 2, and layer 3 going to layer 1.
For the first two, the controlinator will just move one layer in. For that last scenario, it will need to move two layers in (I'll leave you to figure that out).

If you're confused I can upload some screenshots of logic if you want

-Wolf :3

It would be nice to have some screenshots.
2014-07-08 22:10:00

Author:
DaFrontPorch
Posts: 20


I just have a downward mover that triggers every frame set to "move to back". This is placed on a microchip by itself. When you hit the jump buttonjust use a count down timer of .1 seconds that both turns off the microchip and activates a move up layer changer.2014-07-08 22:30:00

Author:
Tynz21
Posts: 544


Here's a very simple solution without all that other jazz. set 2 in/out movers on your controllinator, 1 not gate, and 1 timer. Set one in/out mover to move to back and wire the not gate to it, then set the other in/out mover to move up 1 layer and add a timer set to 1 sec and wire that to the in/out mover set to move up 1 layer and to the reset on the timer, ( You may need to adjust the timer to get the time of the jump right.) then take the wire from the button on your controllinator that you want your sackperson to jump with and hook it up to the not gate and the timer. When you press the button the sackperson jumps it will move up 1 layer ( The timer prevents the player from holding the button down and just floating in the upper layer ) ... when the timer expires the not gate will activate the other in/out mover forcing the player back down. To make the sackperson go back down without jumping use a tag sensor and run the wire to a 1 sec timer then to a separate in/out mover that is set to move to the back layer then place a tag on your steps to activate it so they will automatically go down layers... set the sensor area small enough so that it won't trigger early. Hope this helps Happy gadding!2014-07-10 11:41:00

Author:
darkknight2010
Posts: 69


Thank you ALL for helping out 2014-07-11 01:14:00

Author:
DaFrontPorch
Posts: 20


Here's a very simple solution without all that other jazz. set 2 in/out movers on your controllinator, 1 not gate, and 1 timer. Set one in/out mover to move to back and wire the not gate to it, then set the other in/out mover to move up 1 layer and add a timer set to 1 sec and wire that to the in/out mover set to move up 1 layer and to the reset on the timer, ( You may need to adjust the timer to get the time of the jump right.) then take the wire from the button on your controllinator that you want your sackperson to jump with and hook it up to the not gate and the timer. When you press the button the sackperson jumps it will move up 1 layer ( The timer prevents the player from holding the button down and just floating in the upper layer ) ... when the timer expires the not gate will activate the other in/out mover forcing the player back down. To make the sackperson go back down without jumping use a tag sensor and run the wire to a 1 sec timer then to a separate in/out mover that is set to move to the back layer then place a tag on your steps to activate it so they will automatically go down layers... set the sensor area small enough so that it won't trigger early. Hope this helps Happy gadding!

Except that if you do it like I said, then your person will automatically go down any ledge without a tag, which could be helpful if not every way down is a staircase. Lol.
2014-07-11 05:22:00

Author:
Tynz21
Posts: 544


Except that if you do it like I said, then your person will automatically go down any ledge without a tag, which could be helpful if not every way down is a staircase. Lol.

True so very true Lol.... In LBP there are a 100 different ways to accomplish any goal and triumph over any obstacle...
2014-07-11 14:25:00

Author:
darkknight2010
Posts: 69


True so very true Lol.... In LBP there are a 100 different ways to accomplish any goal and triumph over any obstacle...

Deep stuff yo.
2014-07-12 00:10:00

Author:
Tynz21
Posts: 544


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