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[Sackbot] Momentum?

Archive: 7 posts


I've been trying for days now to figure out a decent way to create momentum within my sackbot for a parkour-esc kind of movement. So the longer you run in one direction you will generally start to run faster and faster (to a limit of course) but I can't figure it out.

I'm looking for it to work as in simply the longer you run in one direction you will start to run faster. But I want it so your normal speed (so when you first start moving) is slower than Sackboys original speed. To emphasize the need for momentum and a run up, etc. I plan on building other things into this momentum, so with the right speed of momentum you'll be able to hold circle which would drop you down into a slide. And with enough speed and momentum you can do a double wall jump. Those I'll be able to figure out and implement myself.

But I just can't get the momentum down. And I don't know if this makes it harder or easier, but I want it to be rather Broadcast Microship compatable or Sackbot Character. Basically I want it to be multiplayer.

Any help would be great, thanks.
2015-08-24 16:13:00

Author:
temple1997
Posts: 36


Essentially, what you're looking to do is to decrease sackboy's acceleration, but increase his max speed, such that he starts off fairly slow, but speeds up significantly over time while running.

Have you tried using the gameplay tweaker? I don't remember all the settings on it, but I know it has a movement speed modifier. It can be put on a sackbot or a wireless chip broadcasting to a sackboy/creature, to affect their speed, vulnerability, etc. If it also has an acceleration tweaker, you can turn that down to a small number like 20-30%, and increase the movement speed modifier up to whatever you want Sackboy's max speed to be (relative to his default speed).

If there's no way to tweak sackboy's acceleration using the character/gameplay tweakers, you might have to override sackboy's walking/running completely. Try putting a controllinator (set to nearest player) on the broadcast chip, and wire the left analog stick to a mover. The mover should have a high speed, but low acceleration, and you'll have to play around with the deceleration to achieve how quickly sackboy should stop. You may also need a gameplay tweaker on there and set sackboy's movement modifier to 0% (such that your mover completely overrides his normal walking), as well as a character animation tweaker to enable the running animation when the sackboy is moving using movers.

I'm not sure how left/right movers will affect jumping. I don't remember if using movers causes an object to stop being affected by gravity, but hopefully that's not the case.
2015-08-24 16:40:00

Author:
MananTheMoon
Posts: 11


The movers are really awkward to use as the Deceleration is what makes Sackboy slow down and lose momentum, which is what I kind of really need. But if the momentum is over 15% it rather gives Sackbot slight anti-gravity upon falling or just freezes him in place. The Gameplay Tweaker kind of does what I want in the end in terms of speed, but it doesn't give the "Build your momentum" effect that I'm looking for. :/2015-08-24 16:48:00

Author:
temple1997
Posts: 36


I don't have the game with me right now to test, but can the gameplay tweaker take a strength input value? I'm guessing it probably can't, but if it does, then you can make a timer that counts forward whenever the player holds a direction (and resets when the player stops), and have that be an input to the the gameplay tweaker's movement modifier. This would ideally make sackboy's maximum movement speed increase the longer he holds a direction, creating the desired effect.

Of course, if the gameplay tweaker doesn't take an input that lets you control movement speed by the input value, then there's a slightly "hackier" way that would probably achieve the same effect. Using a sequencer, you could string together a bunch of gameplay tweakers, each with a slightly higher movement speed value than the last. When the player holds a direction on the analog stick, have the sequencer play forward, such that the max movement speed increases at whatever rate and increment you've decided. Hopefully the game handles movement speed changes gracefully enough for this to look like a smooth transition.

This method might get a bit annoying to work with if you ever need to change the momentum, as you'd have to change the values on all of the movement modifiers in the sequencer, but I'm pretty sure it would work to give you the desired effect. The only downside I can see would be the fact that a player could theoretically be increasing their max speed while they are in the air. You might need some way of detecting whether sackboy is on the floor before enabling the sequencer if this proves to be an issue.
2015-08-24 17:08:00

Author:
MananTheMoon
Posts: 11


The behavior chip on a sackbot has a walking speed setting. If there's a speed scale input for this you can just have a time that increases as you hold a direction and raises the walking speed. If there isnt a speed scale input, you can do it the stupid way and put a bunch of different behavior chips with iteratively increasing speeds (52%, 55%, 60%... and so on). Enough of these should supply a fairly smooth gradient.

Also, the same I believe can be done for sackboy himself with character tweakers on a broadcast microchip, if that's what you're looking for.
2015-08-24 17:41:00

Author:
Tynz21
Posts: 544


I've been playing with momentum lately.

What I would try is set the movement speed to the fastest you want the bot to move. Then modify the signal that controls his movement before it gets to the controllinator that overrides him.

Put 2 controllinators on the sackbot. One is the remote receiver the other overrides the sackbot. The first is only a receiver and does not override the sackbot. So on this controllinator you can change the signals before plugging them into the second controllinator.

To change the signals I would run them through a sequencer with a sequencer relative battery.

The rest might be a little complicated... My first thought would be to set the sequencers to positional and make the batteries on them at 50% and add to the signal with a timer.

My second thought would be to scrap the timers and replace them with a feedback loop. Yes I think this would be better. You could increase and decrease the value at whatever speed you want. it would also hold the players momentum when they let go of the left stick. Then you could add a constant resistance factor to decrease the value if the feedback loop, running it back to 0.

Basically what you would be doing is manipulating the controller inputs before they are put in play. This way you are only using 1 gameplay tweaker, or speed setting. The increase and decrease should be as smooth as silk.

Let me know if you want more details on this idea. I could very easily modify what I've been working on and post some pics.
2015-08-24 21:21:00

Author:
one-mad-bunny
Posts: 334


Image: 49945

Key
SPEED SENSOR:
set to 1.0

TIMER:
set to on/off
set to 10.0

MOVER:
set to 10.0 (or more)
100% acceleration
set to speed scale


PS: The mover should be set to the bot's top speed.

Hope this helped!
2015-08-25 04:19:00

Author:
JAMARK1
Posts: 33


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