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RottenAvocado
01-21-2011, 07:37 PM
Hi there. I'm building a level that revolves around a sackbot that can shoot out water, Mario Sunshine style. I was wanting for there to be a water 'gauge' of sorts, and after spraying for awhile you run out and have to go to a pump or w/e and refill. I'm not too logic savvy, so any help would be great. If I wasn't clear enough, please tell me and I'll elaborate.

pokerjer
01-21-2011, 07:55 PM
I really like the idea and I am fairly good with the logic side of things so I would love to help u. It would be a fairly lengthy explaination if u dont understand the tools so I am willing go go in a create mode and show u how to do it.... if your up to it.

RoharDragontamer
01-21-2011, 08:04 PM
Hi there. I'm building a level that revolves around a sackbot that can shoot out water, Mario Sunshine style. I was wanting for there to be a water 'gauge' of sorts, and after spraying for awhile you run out and have to go to a pump or w/e and refill. I'm not too logic savvy, so any help would be great. If I wasn't clear enough, please tell me and I'll elaborate.

Set up a Creatinator to dispense the water projectile and set the "droppable" tweak to off. Enable "use creatinator" on your sackbot and run him through the creatinator to pick it up. Then you just place an Impact Sensor connected to a Destroyer gadget on any object you want the sackbot to destroy. You'll also need to place a controlinator on your sackbot and hook something up to the R1 input to get the sackbot to fire the creatinator. You could do this using a battery, if you wanted him to fire non-stop, or else a tag sensor perhaps, so when your sackbot gets close enough to the tag you place on an object he'll begin firing. I suggest you set your sackbot's behavior to "Look at: tag" as well, so he'll aim the controlinator properly.

RottenAvocado
01-21-2011, 08:10 PM
Oh, I should of elaborated more. I missed something. I've made him specifically to not use the controllinator. He shoots water via emitters. Its more aesthetically appealing without that giant helmet, and I figured it would give me more options to edit the water. I figure there's a way to make him refill his 'tanks' with counters and other logic somehow, but I'm not sure how.

pokerjer
01-21-2011, 08:16 PM
Hi there. I'm building a level that revolves around a sackbot that can shoot out water, Mario Sunshine style. I was wanting for there to be a water 'gauge' of sorts, and after spraying for awhile you run out and have to go to a pump or w/e and refill. I'm not too logic savvy, so any help would be great. If I wasn't clear enough, please tell me and I'll elaborate.

You need to have a emitter shooting the water with say R1. then a holo-graph following behind u with a counter(representing fill lvl). then once it runs out emitter stops. Add a water detection sensor to act as the refill to counter. also u have to make sure the water sensor is hooked to a "not" gate to invert the counter

RoharDragontamer
01-21-2011, 09:15 PM
Bah, I'm a dope. Completely misread your post :(

Seems like you could modify this cooldown circuit (http://www.lbpcentral.com/forums/showthread.php?44444-Cooldown-Timers-(For-Cannons-and-Turrets)) so that the cooldown doesn't reset until you go "refill".

Holguin86
01-21-2011, 09:31 PM
Why not just use the "Ammunition" tweak in the creatinator's tweak menu? After you run out of ammo, you have to go pick up another creatinator.

RottenAvocado
01-21-2011, 09:32 PM
Alright, thanks! I'll try it out and see what happens. And your not a dope, I just worded it oddly :) I appreciate everyone's help.

RottenAvocado
01-22-2011, 03:04 AM
I have another question. My sackbot is 'holding guns' and when he shoots, a behavior switch I made makes him raise his arm up so it looks like he's shooting. The problem is, I can't find out how to shut off R2 and L2's input during it, so the player can move the arms around making it look unrealistic when waters coming out of thin air.

LittleBIGPlanet2 logic gives me a headache :P