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Trying to make a better traffic path-finding system.

Archive: 7 posts


I'm making a top-down driving sim, and I just made a new map because the old one was tiny. The problem is that I don't want to use the tunnel technique for the spawning of traffic, where they will spawn in a tunnel, follow a path, and go into another tunnel to despawn. The problem is that I don't want to use tunnels, I already have the spawning and despawning system, but when they reach the end of their path they keep following the last tag in circles until the player leaves so the car can despawn. I would like to know if it is possible for me to place tags around the map, and have the traffic follow the paths, but be able to decide if they want to go left or right and drive around forever. (like games like GTA when they follow a random path until they despawn.)2017-04-19 22:06:00

Author:
Super Zack 64
Posts: 9


That's complicated. I couldn't find a clear solution for the path finding logic for 2 years. And using cars is even more complicated than using zombies.

I think it's still interesting to make experiments with that.
2017-04-20 21:03:00

Author:
mdkd99
Posts: 1172


That's complicated. I couldn't find a clear solution for the path finding logic for 2 years. And using cars is even more complicated than using zombies.

I think it's still interesting to make experiments with that.

Ok since that is probably impossible in Little Big Planet, I have another question: Is it possible for different car models and colours to be randomly spawned? I made a few models: green car, orange car, bus, truck, but they keep spawning In that order every time I play the level. I tried the randomizer but it didn't help.
2017-04-20 21:57:00

Author:
Super Zack 64
Posts: 9


Use the randomizer, a selector and the emitters. It should actually work.2017-04-24 00:18:00

Author:
mdkd99
Posts: 1172


Couldn't you create a simple path by setting up a bunch of tags and a randomizer?

just put the tag receiver (or whatever it's called) in the cars, and the tags (and randomizer) on a sticker material. Make sure that the randomizer activates when receiving a certain tag, and put a certain tag into the cars. When the randomizer hits the sticker material the car should change direction (due to the tag receiver being connected so that it will change direction).

Is any of this making sense? It feels like I'm just talking gibberish.
2017-04-24 20:04:00

Author:
Sir monacle
Posts: 4155


Couldn't you create a simple path by setting up a bunch of tags and a randomizer?


just put the tag receiver (or whatever it's called) in the cars, and the tags (and randomizer) on a sticker material. Make sure that the randomizer activates when receiving a certain tag, and put a certain tag into the cars. When the randomizer hits the sticker material the car should change direction (due to the tag receiver being connected so that it will change direction).

Is any of this making sense? It feels like I'm just talking gibberish.

I get your system, and I hope you don't mind if I steal- I mean "borrow" that idea! It could help my disliking of tunnels at the end of the roads, but what about the spawning system? I have a despawn system, where if the car is stuck/stopped for any reason for 5 seconds, and the player is a certain distance away they will despawn. It really helps with the pile up problem I used to have. But should I have the same thing with emitters, where whenever the player is a distance away the emitter will switch on and spawn them at it's default rate?
2017-04-24 23:03:00

Author:
Super Zack 64
Posts: 9


I get your system, and I hope you don't mind if I steal- I mean "borrow" that idea! It could help my disliking of tunnels at the end of the roads, but what about the spawning system? I have a despawn system, where if the car is stuck/stopped for any reason for 5 seconds, and the player is a certain distance away they will despawn. It really helps with the pile up problem I used to have. But should I have the same thing with emitters, where whenever the player is a distance away the emitter will switch on and spawn them at it's default rate?


Definitely sounds like that could work, though you may want to set a max amount on each emitter, (as well as a "max at once"), so there isn't any unnecessary clogging with traffic. You may also want to delete any vehicles that wasn't spawned by an emitter. (Sorry if you already know this.)

Oh, and if you don't want any players to bump certain cars off the road, (or not until they've bumped 'em a few times,) you may want to add a follower to the car and the moving system to a small bit of sticker material, so that the car stays on the road rather than being bumped off. Whether or not you want the car to weave upon being bumped depends on how fast the follower is, so if it's really fast, it won't budge an inch. Oh, and as mentioned before, if you want them to rear off the road after a few bumps, you just need to add a counter to a mover/destroyer.


I hope this helps. I also hope it works.
2017-04-25 14:09:00

Author:
Sir monacle
Posts: 4155


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