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Anybody know? ( strafe (sidestep) control)

Archive: 11 posts


Does anybody out there know the 'set-up' for strafe (sidestep) control?
Just the sidestep, not the full direction control.

If you have any ideas, please post.

*Need controls to finish my project.

Thanks
2014-10-03 11:37:00

Author:
valious2corvus
Posts: 171


Does anybody out there know the 'set-up' for strafe (sidestep) control?
Just the sidestep, not the full direction control.

If you have any ideas, please post.

*Need controls to finish my project.

Thanks

Check Lisa2k6 levels, there's a level with an Fps robot which has strafe control, the level is copyable.

2014-10-03 14:28:00

Author:
Scorpio1357
Posts: 460


This can be done a million ways actually. (<-- Because that's not exaggeration) Though I don't fully know what you mean by strafe. Are we talking 2D back and forth with no up or down movement, or a top-down where you can target an enemy and strafe?

The top-down is a bit more difficult to do, but if all you need is for the thing to go from side to side on a 2D plane, just putting the controllinator's left/right connection (Or whatever you use to move the thing left/right) to a mover. (Either the advanced or regular; though not the up/down connection on the advanced)

You can also use followers, pistons, old school material tracks, or even the hard working labor of some sackbots.
2014-10-03 17:16:00

Author:
Devious_Oatmeal
Posts: 1799


Sorry, I thought 'strafe (sidestep)' was self explanatory.
The 'strafe' movement I am talking about is for an 'first person/3rd person' shooter. 3 dimensional playing field for a 3 dimensional player.
Can also be used in a fighting style game.
2014-10-03 18:02:00

Author:
valious2corvus
Posts: 171


Sorry, I thought 'strafe (sidestep)' was self explanatory.
The 'strafe' movement I am talking about is for an 'first person/3rd person' shooter. 3 dimensional playing field for a 3 dimensional player.
Can also be used in a fighting style game.

Depends on how you want the strafing action to be input by the player. Do they press a button to activate strafe, does it activate on its own, or a combination? And since you mentioned it being able to be used in a fighter, the kind of strafing used there is circular, around the opponent; which is possible to make as well.
2014-10-03 19:14:00

Author:
Devious_Oatmeal
Posts: 1799


Depends on how you want the strafing action to be input by the player. Do they press a button to activate strafe, does it activate on its own, or a combination? And since you mentioned it being able to be used in a fighter, the kind of strafing used there is circular, around the opponent; which is possible to make as well.

I'd be very interested to know how this is done in LBPKarting so I can incorporate it into future levels.
2014-10-03 19:53:00

Author:
Scorpio1357
Posts: 460


If the tank setting works how I think it does, then it's a matter of getting the timing of the tanks left/right movement to be proportional to the left/right looking. If the player strafes left/right at the same speed as they are turning, then it SHOULD make a circle, and thus a circular strafe.

Edit:

Scratch that. If you can do the strafing logic, then having THAT be proportional to looking will make a circle.
2014-10-03 21:19:00

Author:
Devious_Oatmeal
Posts: 1799


I think it could be done with a custom kart. On the kart you would have 2 pistons, one for left, the other for right. Have the pistons set to maximum distance, and set the time so that it moves at the appropriate speed. I suppose you would use a receiver (one for each) on the inputs, with the transmitters coming from the controllinators inputs for the controls you want.

Alternatively, you could use a single piston, set to max distance with the start distance at half way. Use a direction combiner on the controllinator inputs connected to the input of the piston, so that one direction causes the piston to protract and the other to cause the piston to retract.
2014-10-03 22:21:00

Author:
StJimmysAdiction
Posts: 388


On a nonkart object, yes I can recreate the strafe.
Using the tank set-up there is only a forward, back, left/righ turn (no strafe).
I tried the 'direct control' which is more simular to movement (strafe), but then there is the turning axis problem (it doesnt turn on a dime).

Scorpio mentioned "Lisa2k6 levels", I think I'm going to check them out and actually see how the controls are built.
If possible I'll reverse-engineer and simplify, then share the build.

I'm sure alot of Sackracers are getting stuck on this problem too.
2014-10-04 04:59:00

Author:
valious2corvus
Posts: 171


You can use pistons and motors on custom karts, but you have to follow a little trick to get it to accept it. Make a small square of hologram, very thin, and put the chassis on it. Make the rest of the kart object with motors working how you want, and then capture both the kart and the chassis together. Technically the base of the kart doesn't move or be affected by the motors, but for most intents and purposes, this simulates most extra kart movements.2014-10-04 05:25:00

Author:
StJimmysAdiction
Posts: 388


StJimmys':
For 'version1', I am already using the 'thin hologram base' (using a force field makes it invisible) grouped/glued to my 'motorized kart object'.
I was using the 'tank controls' which is smooth for the forward/back/turning, but unfortunatly no 'sidestep' movement.
Also tried the 'kart controls' but it just didn't feel right (like driving a spaceship with a toothpick).
The 'direct control' had its problems too, but had the sidestep.

Time to go to my secret moonbase lair and put on my mad-scientist gear.... Mwahahahaaaa.
Hopefully, We'll have a 'step by step version' that can be shared with 'simple to follow instructions'.

- - - - - - - - - -

Just tried Lisa2k6's fps level, to see the controls being used. It's a 'non-kart object' using '4 rockets and a gyroscope' for the direction control.
Just turn around, you will see your 'gamer tag' seperate from you (other side of hill).
I already have the same set-up but with added up,down (flying).

The problem with the non-kart set-up is, motors/pistons do not function off of 'speed sensors'. Everything will have to be set-up manully with a ton more logic.
Also, the problem comes up with respawning non-kart controlled objects (object dies/player1 doesn't die). Probably adding an emitter for the object respawn will help, but thats more logic.
If you want to create "jump" on this 'non-kart (nk) object', you will have to add another 'rocket' under the object. With that 'jump' rocket, you will now have to add a 'physics tweeker' adjusting the gravity on the object 'to 'come back down' (causes object>ground glitch/freeze on hard landings). You will also need to set the 'jump rocket' to some sort of 'short boost mode', or you will give the player 'flying' (just hold down jump).

For a single player fps game (w/no jumping), the 'controls' work.
For a multiplayer 3rd person shooter (w/jumping)... unsure, need more testing.
2014-10-04 06:28:00

Author:
valious2corvus
Posts: 171


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