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#1

Can you assign a tag to an entire object?

Archive: 12 posts


I've been working on a top down driving simulator, and it is going really well! the traffic knows how to stop at traffic lights, stop behind cars, speed up on the highway and slow down when getting off, how to back up and go around an obstacle, how to get out of the way of emergency vehicles( police, ambulance, fire engines) and give way to other cars when merging on the expressway and other things. the problem is that they like to smack into walls. Like when either you or an AI driver hits the police and they start pursuing, the police car ignores all building and street/ traffic lights. The same with fire engines and ambulances. They will dispatch from the hospital/ fire house, and follow a path. when they find the fire/ injured ped they stop following the path and drive to them, but if there is a building or street light they will run into it, back up, and keep hitting it. Also, another problem is that this entire system is run on tags and tag sensors, so I thought to just line the walls with tags so the AI will swerve around it, but NOOOO the thermometer gives me the finger and stops me from placing anymore.

So after that novel explaining my simulator, is it possible to assign a tag to an entire object (I mean if the tag sensors see the whole object, not just the tag itself), or should I just place big-*** tags everywhere? And I don't want to use collision sensors, because it looks retarded when they hit the wall and then go around.
2017-02-20 04:10:00

Author:
Super Zack 64
Posts: 9


Maybe create a hidden item with a tag on it? (Like a line-out of the way X vehicle should follow)2017-02-20 06:43:00

Author:
totodiel
Posts: 31


Hmm, you could use a broadcast chip with a tag called 'object'. LBP3 has some limits, and I sure hate them too, but you kinda need to optimize your level.

Other than that, cool idea! Hope you can finish it before 2017 ends.
2017-02-20 14:19:00

Author:
mdkd99
Posts: 1172


Perhaps you could use impact sensors with tagged pieces of hologram that surround your obstacles so you know when they're close before the vehicle actually hits them.2017-02-20 16:59:00

Author:
razk
Posts: 28


I never knew you could do the hologram thing! So I think that problem Is fixed.
I went overboard and spent all night making an original path finding system for the cops, so they can navigate the ally ways and roads better. Now it sucks for the AI criminals, that dont do much other than go faster and turn a little to the right when they see a car, but I'm more worried about the players pursuit experience. So, the path finding system, it is all run on tags, of course. The is a tag in ever intersection, and each end of every ally way. How it works is when the player goes over a tag, the police ignore the player, and go for the tag. Then the police car goes over it, causing it to turn back off and the police car continues to pursue the player.
The problem is I have to have a timed reset because when the player ticks off the police after going over the tags the police car will follow the path, then go for the player. So, the tags reset. The player ticks off the police. all police cars on the map engage. they all say "Must. Go... STRAIT LINE." and smack into any obstacle In the way between the player and the officer. I would like to create a dynamic path finding system, but I don't know if that is even possible, like in GTA when you commit a crime the cops spawn in and navigate to the player.
So, the big question of today is... Is dynamic path finding possible and If so how do I do it?

PS if you would like to see what I have done so far I can upload it.

PPss I gave up on the ambulance and fire engine thing, it was a mangled mess of crashed cars the squashed pedestrians.
2017-02-22 05:44:00

Author:
Super Zack 64
Posts: 9


Haha, squashed pedestrians and crashed cars are sounding alluringly! 2017-02-22 09:24:00

Author:
CuriousSack
Posts: 3981


At my zombie shooter called BWZ I have a similiar problem. I think you need to set the tag sensor to a degree of 180 if you haven't already. Than a second tag sensor with a range of 20 or sth. like that. Than you need to use OR gates, AND gates and more to let the cop car go after the player when it reaches a area near the tag.2017-02-22 18:58:00

Author:
mdkd99
Posts: 1172


Haha, squashed pedestrians and crashed cars are sounding alluringly!

Yea, you should see the mess! I made the ambulance and fire engine to drive like civs, but they are so big and stupid they just bulldoze through everything, so I removed them.

- - - - - - - - - -

I was playing it right now and I noticed another thing, when you pull over the police stop behind you and then remove your wanted status, but when they go back to driving like a civ they like to go in a strait line back to the path that they were following, and you can guess what happens next.
2017-02-22 20:04:00

Author:
Super Zack 64
Posts: 9


Maybe you should do a little video record of the mess that your ambulance and fire engine make! Perhaps we could do a little "funny videos" show! 2017-02-23 11:26:00

Author:
CuriousSack
Posts: 3981


I believe the exact function you are looking for is an option in the impact sensor which says include connected objects. This way, you don't have to go overboard with the tags; however, you seem to already have a solution.2017-02-28 08:29:00

Author:
koltonaugust
Posts: 1382


Maybe you should do a little video record of the mess that your ambulance and fire engine make! Perhaps we could do a little "funny videos" show!

I have COMPLETELY forgot about this forum. I remembered it when I booted up Little Big Planet today. I would do a recording but I deleted the fire engine and ambulance long, long ago.
2017-04-18 20:34:00

Author:
Super Zack 64
Posts: 9


Thats a pity, but otherwise this is a forum which probably is visited also by little kids, maybe they could get "irritated" by squashed pedestrians and crashed cars!
Have a fine week and many greetings, Jürgen^^
2017-04-18 20:56:00

Author:
CuriousSack
Posts: 3981


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