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#1

Triggering a sackbot animation

Archive: 4 posts


What I need: I grab a floaty. 5 second later the sackbot animation begins. The animation is simple. He merely needs to be holding on to the floaty for five second in front of a movie camera while I move player 1 to where I want him.

My first annoyance is that the animation can't start with him already holding on. If I could to that I could just loop it, have him hanging on all the time, and the rest of this would be moot.

Anyway, I have a timer set to "count up".
The animation has been made. He jumps up, grabs the floaty, and holds on for ten seconds.
Playback mode: Play Once

I've tried timer->behavior
timer->toggle->behavior
timer->counter->behavior
timer->selecter->behavior

I've tried wiring each into a second behavior chip.
I've had the port one of the selector hooked to an "idle" behavior and port two hooked to the second chip, nope.

I can tell from the wire lighting up that the chips are getting input, but the darn thing just wont trigger.

What am I doing wrong?
2014-09-21 06:13:00

Author:
Biv
Posts: 734


Are the behavior chips on the sackbots circuit board and not on a sub chip?

Even more reliable can be a controlinator on the sackbot and use logic to power it's inputs.
2014-09-22 02:11:00

Author:
one-mad-bunny
Posts: 334


HI. your best bet is to use a sequencer to time everything.
have a grab sensor on the floaty you grab. This then wires into timers reset input. Set the timer to a total time of 0.1, and invert it. (this will make the timer quickly only fire once per grab).
Next, wire the timers output into a sequencer on the sackbot in question, so when you grab the floaty the sackbots sequence starts.
Along this sequencer you can time things like controllinators to make him move, then another controllinator to make him grab etc. and sequence them to play out one after another at specific moments.
You can even sequence movie cameras on the second line to play at specific times.
You can even place a sequencer on a sequencer and set that one to a different speed.
2014-09-22 13:54:00

Author:
Sean88
Posts: 662


You can do some trouble shooting. Test what is and isn't working. Put the act chip on a different sackbot and wire it to a button. Does it trigger? Next test your trigger logic. Is it happening at the proper time?

Breaking the parts up in this fashion you will usually be able to identify the specific problem. Occasionally, although very rare, things just don't work right and the game needs to be reset. In my experience 99% of the time things don't work because I messed something up.

Good luck.
2014-09-23 01:34:00

Author:
one-mad-bunny
Posts: 334


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