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#1

Switching powerups

Archive: 9 posts


This is either painfully obvious or just not possible at all but here goes:

Is it possible to change powerups in the sackpocket without hitting O, moving the stick, and so on. What I mean is, can I map a "hotkey" onto the d-pad or something that instantly switches to a particular powerup?
2014-12-04 18:26:00

Author:
Sehven
Posts: 2188


I cant get on till later to experiment this, but I got this really crazy idea.

If its possible to control a player with a controllinator in a broadcast chip, you could do a button control change (or however that's called, when people mapped default buttons like jump and grab to something else on a sackbut in LBP2) to trigger a sequenced command to Hold O, L-Stick a certain direction and let go O. Targetting the right player to control might have to be set to nearest player and that player have a specific tag
2014-12-04 18:55:00

Author:
JKthree
Posts: 1125


There is a sack pocket tweaker which can control what goes into the sackpocket via logic. It can be used to increment and decrement inventory. I forgot to check if there's a setting which can be used to force equip something from it. I'll have to see tonight.

As for using a controlinator for a player, it can be done using a broadcast microchip for some things, but not sure if it could for the way you describe. You can't really disable the existing player controls, only make them ineffectual via the gameplay tweaker. Would take some experimenting to see if the above is possible.
2014-12-04 19:44:00

Author:
peabodyman
Posts: 38


If its possible to control a player with a controllinator in a broadcast chip, you could do a button control change (or however that's called, when people mapped default buttons like jump and grab to something else on a sackbut in LBP2) to trigger a sequenced command to Hold O, L-Stick a certain direction and let go O.

Won't work. Sackbots can't use the powerups in the sack pocket and broadcast chips can receive controllinator inputs from a player but not push them to the player. Thanks for the suggestion though.


There is a sack pocket tweaker which can control what goes into the sackpocket via logic. It can be used to increment and decrement inventory. I forgot to check if there's a setting which can be used to force equip something from it. I'll have to see tonight.

I haven't looked at the sack pocket tweaker. In fact I completely missed its existence. I'll take a look when I get home tonight.
2014-12-04 20:03:00

Author:
Sehven
Posts: 2188


Yes, the sackpocket tweaker can add and equip a powerup (which I unfortunately only found out after building my own tech), and with the sackpocket sensor you could check if the player has a particular powerup in the first place. No sure about the controlinator on broadcast chip though.2014-12-04 21:39:00

Author:
Rogar
Posts: 2284


Awesome. I'll do some experiments with it when I get home. Ideally I'd like players to be able to map their favorite powerups to the d-pad directions (or, if there are only four powerups, I could just map them for them) so they can quickly switch without needing to hit O and choose one from a popup menu (which would be murder during fast action sequences).

Of course, there's the problem that I can't disable the d-pad controlling their emotions but I'll burn that bridge when I come to it.
2014-12-04 21:46:00

Author:
Sehven
Posts: 2188


Not sure about the controlinator on broadcast chip though.

I confirm this works. Just place the controlinator on the chip targeted to players, set it to receive mode and controlled by nearest player and only that player's input will be captured by the controlinator.

You can't disable the existing controls the player has directly though. You can do it indirectly via the gameplay tweaker set to owner.
2014-12-04 21:51:00

Author:
peabodyman
Posts: 38


You can't disable the existing controls the player has directly though. You can do it indirectly via the gameplay tweaker set to owner.

Interesting notion. But if you use the gameplay tweaker to disable the sack pocket, doesn't that disable it entirely so that no powerups can go into it at all?
2014-12-04 23:16:00

Author:
Sehven
Posts: 2188


Interesting notion. But if you use the gameplay tweaker to disable the sack pocket, doesn't that disable it entirely so that no powerups can go into it at all?

Haven't tried. Would be interesting to see if you can still equip with a tweaker while keeping the sackpocket disabled to prevent use of Circle. Would have to experiment when I get home.

For all other purposes (jumping, moving etc.) the above technique should work.
2014-12-04 23:54:00

Author:
peabodyman
Posts: 38


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