oh ok thank you so much Bremnen. can't wait to try this out!

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- [LBP2] Tutorials
- Sackbot A.I and Logic Tutorials
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Thread: Sackbot A.I and Logic Tutorials
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03-31-2011 #181
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04-03-2011 #182This is a sentence.
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- Nov 2010
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- You know, that place with the thing and also stuff.
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- 246
Can you do a tutorial on how to give something a timer activation and recharge? Say, I wanted my bot to be electric for 10 seconds after the press of a button, and then for 10 seconds afterwards would not be able to do this again.
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04-03-2011 #183Giddy Computer Geek
- PSN
- iTriangle
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- Jul 2010
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- I don't see why that's relevant.
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Alot of these helped me! Thanks alot, dude. I was just wondering though, is there a way to make sackbots fall down after you kill them so they don't dissapear like normal?
"Roses are red, Violets are blue, in Soviet Russia, TETRIS PLAYS YOU!" - Some guy.
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04-03-2011 #184
>See Comphs tutorial videos
Tag detection > Gyroscope > Set a behavior chip to something that makes it turn left or right
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Thanks!
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04-04-2011 #185
Can you do a tutorial on stopping sackbots from moving past invisible walls or enemy BOTS, its something to do with tags but atm im confused...
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04-04-2011 #186Giddy Computer Geek
- PSN
- iTriangle
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- Jul 2010
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- I don't see why that's relevant.
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- 118
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04-06-2011 #187
Invisible holo wall with impact sensor > Logic set up in sackbot for walking left/right > Impact sensor = on then have tag make it walk to whichever side. Change frequency of Battery in DCS depending on what you need.
Or if you're talking about boundaries when flying, have a mover or something push them away.
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04-26-2011 #188
I'm having trouble getting the wall walk to work, I did everything, followed the picture, still nothing? For the record, do you mean, walking along a wall, like prince of persia style, or UP a wall? Please help, and also, there seems to be an extra wire output from the impact sensor, maybe thats it? It isn'tt mentioned in the wall walk tutorial. :P

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05-10-2011 #189
Not sure what you mean by Prince of Persia style, but yes, walking up a wall. That wire seems to be useless.I'm having trouble getting the wall walk to work, I did everything, followed the picture, still nothing? For the record, do you mean, walking along a wall, like prince of persia style, or UP a wall? Please help, and also, there seems to be an extra wire output from the impact sensor, maybe thats it? It isn'tt mentioned in the wall walk tutorial. :P
If you do everything in the tutorial it should make it so that when you jump towards or walk towards the wall, you turn sideways and can walk up/down it.
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07-03-2011 #190Patch of Cloth
- PSN
- TomBurk
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- Feb 2010
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- In The Third Layer...
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- 90
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you do know that you can link your sackboy to a sackbot right away, donīt you??
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07-03-2011 #191Sackperson
- PSN
- L1N3R1D3R
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- Mar 2011
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- Empty Level 1/4
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Couldn't you just hook up the button to a brain that has the action set to play once? Or would you have to wire the button up to a pulse generator (a counter set to 1 wired up to its reset and to something else) which you wire to the brain? (Or does the pulse make it play for one frame...?) Try both of these. See which one works.

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10-21-2011 #192Lint
- Join Date
- Oct 2011
- Posts
- 1
Hi all!!!
I've been reading through the replies and you've all got your sackbots doing some absolutely AMAZING things so I feel like a real dummy for asking this, but I've been working on it for three days and can't seem to get it. It's probably something really, really simple which will make me feel even more stupid, but whatever.
I need to get a sackbot who will do the following:
1) Follow if I (or the player) presses a button L1 for example.
2) Idle if I (or the player) presses a different button R1 for example.
Sorry for such a stupid question when you guys are all clearly creating sackbots that will take over the world. lol.
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10-22-2011 #193
Quite a simple thing to do, I think. Just set up an invisible (0% brightness) hologram with a Max (speed, high range, etc.) follower in a nearest player controllinator. Place a selector and two sackbot behavior chips in your sackbot, one set to the follow settings you want and for the other set to the idle actions you want. then hookup the L1 and R1 buttons to each selector input. It should work.

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11-02-2011 #194
If you are using a sackbot for the player: open both sackbots, put controllinators in each sackbot, set to same color, set player sackbots controllinator to transmit and follower sackbots to recieve, place 2 sackbot behavior chips into the followers bots controllinator, set one to follow/one to idle, hook L1/R1 into respective behavior chips.Hi all!!!
I've been reading through the replies and you've all got your sackbots doing some absolutely AMAZING things so I feel like a real dummy for asking this, but I've been working on it for three days and can't seem to get it. It's probably something really, really simple which will make me feel even more stupid, but whatever.
I need to get a sackbot who will do the following:
1) Follow if I (or the player) presses a button L1 for example.
2) Idle if I (or the player) presses a different button R1 for example.
Sorry for such a stupid question when you guys are all clearly creating sackbots that will take over the world. lol.
If you're not using a sackbot for the player: you need a peice of 0% brightness hologram following the player with a controllinator in it and follow the above steps, OR you could have just the follow sackbots controllinator and set it to nearest player, but you would need to be close for the inputs to work
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11-03-2011 #195Junior Sackperson
- PSN
- Tyranny68
- Join Date
- Aug 2011
- Location
- Florida, USA
- Posts
- 400
- Blog Entries
- 11
hehe i actually use this a lot in my in production levels, it works very well no collisions everything is fine... now how about sackbot respawning? i have a very good idea on how to do it but i have not tried it yet, i hope i didnt miss reading it in the topic, i didnt mean to if i did, i just already know much about sackbots, that is the only issue i have.
I mean... i have seen sackbots respawn out of an infinite checkpoint, am i missing something? because i didnt think this was possible. and still dont, i think i am just missing some essential key in the design.
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