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How Do I Disable Controls?

Archive: 13 posts


I've created a sackbot and he works perfectly fine, however when I captured him to be the character the player spawns as, certain controls which I disabled on the sackbot such as tilting head and moving arms are enabled on the player. How do I disable these controls?2014-12-01 22:28:00

Author:
CYBERSNAKE
Posts: 280


As far as we can tell so far, this isn't possible. It's a major bummer and it put a HUGE damper on my plans but you pretty much need to use remote controlled sackbots to enable certain functionality (controller remapping/disabling) and you have to use characters for other functionality (holding blaster handle powerups and such).

If anybody has figured out a way to do it, please correct me but this seems to be the consensus.
2014-12-01 22:35:00

Author:
Sehven
Posts: 2188


Yeah. What I have gotten from trying to button-map on a character, is that the PS controller overrides any controlinators you put in the character. Controllinators also say "Override Sackbot".2014-12-01 23:14:00

Author:
Devious_Oatmeal
Posts: 1799


What both of them said, I've been trying this as well as many others and it seems so far that you can't do this. Controls can't be disable unless you're using a wireless controlinator controlled Sackbot.2014-12-01 23:28:00

Author:
airide101
Posts: 141


While you can't disable controls you can use a gameplay tweaker to make all controls ineffectual, then reimplement all movement using movers, etc.2014-12-04 21:48:00

Author:
peabodyman
Posts: 38


The gameplay tweaker only works on movement; there is no way to disable head or arm movement AFAIK - not even with the animation tweaker. I agree with Sehven, I'm trying to make a sackbot/character which has it's own controls and can use custom powerups, but it just doesn't seem possible to do both.2014-12-07 01:10:00

Author:
razk
Posts: 28


Out of curiosity, why does arm and head movement matter?2014-12-08 22:40:00

Author:
peabodyman
Posts: 38


Out of curiosity, why does arm and head movement matter?

It's an example. If you want to disable a control simple put the buttons output into it's own output. This stops it from being activated because it needs itself to activate itself. I can confirm it stops head nodding because I'm working on some stuff now but I'm not too confident about it working for the analog controls as such.

Edit: My mistake, this is for sackbots.
2014-12-09 11:55:00

Author:
SEWO97
Posts: 637


By the way, you can only do that (connect a wire to the button's input) with a sackbot, not a custom character.2014-12-09 16:50:00

Author:
razk
Posts: 28


By the way, you can only do that (connect a wire to the button's input) with a sackbot, not a custom character.

I thought we were talking about a sackbot. I read over the posts again and I realise my mistake. Guess, thanks for pointing it out.
2014-12-09 18:01:00

Author:
SEWO97
Posts: 637


My question still stands. Why would it matter to gameplay? Head bobbing and arm moving are cosmetic. What else is there to disable other than player movement?2014-12-10 04:42:00

Author:
peabodyman
Posts: 38


My question still stands. Why would it matter to gameplay? Head bobbing and arm moving are cosmetic. What else is there to disable other than player movement?

I suppose the popit? Or to free up R2 and L2 in case you want those to do something?
2014-12-10 06:04:00

Author:
Devious_Oatmeal
Posts: 1799


My question still stands. Why would it matter to gameplay? Head bobbing and arm moving are cosmetic. What else is there to disable other than player movement?

For me, aside from disabling or forcing certain player movement, and wanting to improve on cosmetics, I also wanted to remap buttons. And some of my power up plans would work better if you couldn't move the aiming arm in a full 360.
2014-12-10 07:27:00

Author:
LittleBigDave
Posts: 324


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