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Swoop loses his wings?

Archive: 7 posts


I've been working on a pilotable Swoop bot and I've encountered an unfortunate issue where, after a while of flying around and landing a few times, Swoop loses his ability to take off. He can walk around but the jump button just doesn't do anything and you can't move into the foreground or background with the left stick either. If I can get into the air (if I walk off a ledge, for example) I can fly again but only until I land and then I'm stuck again.

Has anybody encountered this and does anybody know a fix? I can throw a mover on him to nudge him off the ground when the player presses X and that will resolve the flight issue, but Swoop will still be unable to layer shift with the left stick. I suppose I could use an in/out mover along with a "touching ground" state sensor to get around that as well, but I'd prefer it if he just worked the way he's supposed to. Any ideas on why this might be happening and what I can do to prevent it?
2014-12-12 07:42:00

Author:
Sehven
Posts: 2188


Did you bring something in from lbp2? I've had some real weird problems from certain things I've made in 2. At least I think that's what caused them I can't prove it.2014-12-12 17:32:00

Author:
one-mad-bunny
Posts: 334


Did you bring something in from lbp2? I've had some real weird problems from certain things I've made in 2. At least I think that's what caused them I can't prove it.

Possibly but I built the Swoop in a separate level all by himself and had the problem there too, so I don't think that's it.
2014-12-12 18:37:00

Author:
Sehven
Posts: 2188


Is there no other logic in use? Does it happen with just nearest player controlinatored sackbot swoop? It actually sounds like the basis for an interesting level concept. Glide-only swoop. like hero cape, but swoopier.2014-12-12 20:22:00

Author:
LittleBigDave
Posts: 324


Oh, there's oodles of logic but nothing that disables the jump button or anything. Yes, he's controlled by nearest player, but the controllinator doesn't kick in until a tag on Sackboy lights up to say he's the rider (Sackboy has a follower that locks onto a tag on Swoop. Once it's locked, Sackboy sends a signal back which enables the controllinator so that he now controls Swoop). There's also kill logic (Swoop is vulnerable to players' attacks unless it comes from the player that's mounted on him) and layer changing logic.

This problem has been there since I started on the controllinated Swoop so I don't think it has anything to do with any of the extra logic that came later. Once it happens, I just have to hit rewind. In play mode, I just have to abandon Swoop and/or restart. Again, I can get into the air as long as I can get off the ground (walk off a ledge or hit a bouncepad or something) but as long as I'm on the ground...I'll have to check this when I get home: seems to me there's a state sensor set to (touching ground) that forces Swoop into idle animation. It's supposed to be disabled once he's mounted but maybe it's not disabling correctly. Once again, just talking out the problem may have brought me to the solution: if not, I'll be back with an update.
2014-12-12 21:43:00

Author:
Sehven
Posts: 2188


Hi Sehven.
It sounds like an unusual problem. It sounds like something logic-wise is over-riding the controllinators function for the X button.
placing a copy of this swoop in the level and remove all his logic, except for a nearest player controlinator.
First thing to try- make a blank level and place a swoop character change gate, switch the player to swoop and check all his controls work, if X isn't, it may be a faulty controller.
Failing that buddy, backtracking the logic might show a overlooked conflict somewhere..jmo
2014-12-12 23:37:00

Author:
Sean88
Posts: 662


So I was wrong. No state sensor and I tried removing the idle animation tweaker completely and it didn't change anything. I think I'm getting closer though. Here's what I've found:

It seems to be triggered by Swoop grabbing things. I've tried disabling his grab through a gameplay tweaker but he seems determined to grab anyway. It's not consistent: grabbing doesn't always kill his jump, but that every time it happens, it's after grabbing. I can go through my level and make everything ungrabbable, I suppose.

[edit] I forgot to mention one thing: I resized Swoop to make him bigger. I just shrunk him to almost normal size and I'm testing but so far it seems that may have fixed it.
2014-12-13 00:26:00

Author:
Sehven
Posts: 2188


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