Sackbot
Sackbot | |
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Games: | LittleBigPlanet 2, LittleBigPlanet PS Vita, LittleBigPlanet 3 |
Type: | Gameplay Kits |
Category: | Sackbots |
Obtained from: | Tutorials Start (LBP3) |
This page is a work in progress. As a result, the layout and/or content herein may be subject to change. To do:
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A Sackbot, localized as Robit (ロビッツ) in Japan, is a programmable non-player character that debuted in LittleBigPlanet 2. By default they appear as wooden robots loosely modeled after Sackboy, but they can be dressed up with any costume in the Popit, controlled or programmed with logic, and even used to create fully-fledged custom characters.
Usage and behaviour
Sackbots are found in the Gameplay Kits section (Creatures & Characters in LittleBigPlanet 3) of the Tools Bag. They are essentially placeable Sackboy objects, occupying the same sub-layer and abiding by the same physical limitations and vulnerabilities. When lethalized, Sackbots become immune to their own hazard; a Sackbot lethalised with electricity can safely interact with other electrified objects, for example.
By default, Sackbots cannot swim in water or Floaty Fluid; they will be electrocuted and die as soon as they come into contact with it. An option to make them waterproof was later added in LittleBigPlanet 3, however, it is possible to observe Sackbots swimming in LittleBigPlanet PS Vita's Create Mode by placing it inside of a dephysicalised electric material that is submerged in water.
Just like Microchips, Sackbots have circuit boards that can be opened by hovering the Popit Cursor over it and pressing .
In LittleBigPlanet 3, Sackbots can be captured as custom characters.
Using powerups
With appropriate tweaking a Sackbot can equip many of the same powerups that players can. With the exception of the Creatinator and Paintinator though, they will not actually use them of their own volition; the player must specifically program them to make use of them, either through acting or logic.
Controlinators
Controlinators have the ability to control Sackbots via logic. Placing a Controlinator on a Sackbot's Microchip will cause inputs to the buttons on the Controlinator to appear. Activating these inputs will relay the same output on the Controlinator's outputs, but it will also pass the input down to the Sackbot and allow it to perform movement actions much like Sackboy. This includes walking, moving the Sackbot's arms, jumping, and slapping. However, since Sackbots are not real players, you are not able to use the Popit or any other UI.
Using another Controlinator and tweaking it to transmit a signal, you can tweak a Controlinator placed on a Sackbot and have it receive such signals. You can use this functionality to transmit a player's inputs to a Sackbot.
There are a few scrapped gadgets that would have provided or supplemented this function. Sackbot Waypoints were individual gadgets that would each cause a Sackbot to do a specific action. This was then replaced by Sackbot Pads, which could be placed directly on the Sackbot to control it, which were in turn replaced by the Controlinator's "Override Sackbot" tweak. The Saddle as seen in LBP3 prototypes was similar to Sackbot Pads in that it was able to be placed directly on Sackbots.
Animation Styles
By default the Sackbot has robotic movement, and its limbs squeak whenever they move. Through its tweak menu, though, the way a Sackbot moves and acts can be adjusted by changing its Animation Style. In LittleBigPlanet 2 and LittleBigPlanet PS Vita, this was combined with the Behaviour Chip and Expression tweaks (see below) to have it make specific poses during cutscenes. The available animations vary from game to game. Below is a table listing every animation style and which games they can be used in.
Changelings
In LittleBigPlanet 3, Sackbots can be tweaked to be Changelings, meaning it has multiple forms.
Tweaks
Multiple Forms
Is a Changeling (LBP3 Only): ( ) Determines whether or not the Sackbot is able to change forms with . |
Character
Costume Choose an outfit for the Sackbot to wear. |
Choose Creature Type (LBP3 Only): (Sackboy; OddSock; Toggle (Big); Toggle (Small); Swoop;) Sets which character the Sackbot will be based on from a selection of Sackbot Meshes. Default is Sackboy. |
Costume Selection: (
) Choose how the Sackbot dresses. |
Copy Form (LBP3 Only): ( ) If the Sackbot is set to copy another player's costume, this determines whether or not the Sackbot also changes form to match the character being played as. |
Animation Style: (See above) Determines which set of animations the Sackbot will use. This is the only tweak in this category that can be adjusted with a Behaviour chip. |
Funny Head Size: ( ) Determines whether or not the Sackbot's head changes size along with the rest of its body. |
Expression
Expression Type: (
) Sets the expression on the Sackbot's face. |
Expession Level: ( Sets the intensity of the expression. Labels depend on the Expression Type. Not applicable for the neutral expression. | )
Behaviour
Walking Speed: (30% - 150%) Determines how fast the Sackbot walks and runs. Not applicable when captured as a custom character. |
Display
Show Circuitboard: ( ) Opens or closes the Sackbot's circuitboard. This can also be set by highlighting the Sackbot with the Popit Cursor, and pressing . |
Stabilise Circuitboard: ( ) If set to Yes, the circuitboard will always stay upright as the Sackbot rotates. |
Trigger
Awareness Radius: (0.1 - 5000.0) Sets how close a player needs to be for the Sackbot to become aware of them. Setting this value lower than 0.1 set the radius to Infinite. |
AI Tweaks
Can Change Layer: ( ) Determines whether or not the Sackbot is able to change layers. |
Can Jump: ( ) Determines whether or not the Sackbot can jump of its own accord. This only applies to its pathfinding; it can still jump while being controlled with a Controlinator. |
Can Swim: ( ) Determines whether or not the Sackbot dies when entering water or Floaty Fluid. Note that this tweak will be ignored if Behaviour is set to anything other than Idle or Act. |
Afraid of Heights: ( ) If enabled, the Sackbot will not willingly jump off a ledge that exceeds its jump height. |
Afraid of Danger: ( ) If enabled, the Sackbot will try to avoid coming into contact with lethalised objects, taking the hazard applied to itself (if any) into account. |
Hostile: ( ) If left off, the Sackbot will try to stop a short distance from the player if set to Follow. If it is enabled, it will rudely barge into the nearest player's space, near enough to kill them if the Sackbot happens to be lethalised. Hostility also makes the Sackbot use powerups, like the Creatinator and the Paintinator, against the player and other non-hostile Sackbots. |
Right-Handed: ( ) Determines whether the Sackbot walks in a clockwise or counter-clockwise motion when in Patrol mode. |
Powerups
These tweaks determine whether or not a Sackbot is able to pick up specific powerups. Note that even with these tweaks enabled, they may not actually use them of their own accord. Regardless of these settings, a Sackbot cannot use the following powerups unless it is captured as a character.
Can Use Creatinator: ( ) Determines whether the Sackbot can pick up and use the Creatinator powerup. This also allows them to use the Paintinator. |
Can Use Grabinators: ( ) Determines whether the Sackbot can pick up the Grabinators. |
Can Use Controlinator And Movinator: ( ) If set to Yes, the Sackbot will automatically enter unoccupied Controlinators and Movinators |
Can Use Brain Crane: ( ) Determines whether the Sackbot can pick up the Brain Crane powerup. |
Can Use Hero Cape: ( ) Determines whether the Sackbot can use the Hero Cape powerup. |
Can Use Hook Hat: ( ) Determines whether the Sackbot can wear the Hook Hat. |
Can Use Springinator: ( ) Determines whether the Sackbot can use the Springinator powerup. Only applicable if the Sackbot's creature type is set to OddSock. |
Can Use Hoverboard: ( ) Determines whether the Sackbot can use the Hoverboard powerup. |
Actor Name
Select or Tweak an Actor Label Opens a dialogue box to create a new Actor label, or select an existing one. |
Look At
Looks Around: ( ) When enabled, the Sackbot will turn its head towards players, other Sackbots and lethalised objects, provided they are within its Awareness Radius. |
Looks at Tag: ( ) When enabled, the Sackbot will turn its head towards a specific Tag when it enters its Awareness Radius. |
Looks Directly Towards Things: ( ) When enabled, the Sackbot's head will try to maintain eye-contact with its target. |
Look At Speed: (0% - 100%) Sets how fast the Sackbot's head turns to face its target. |
Target
The following tweaks only apply if the Sackbot can use the Creatinator/Paintinator, and are used to have it shoot at a specific Tag.
Look At Tag Colour: (
) Sets which colour of Tag the Sackbot will look and aim at. |
Select or Tweak a Tag Label Opens a dialogue box to create a new Tag label, or select an existing one. |
Behaviour Chip
Behaviour | |
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Games: | LittleBigPlanet 2, LittleBigPlanet PS Vita, LittleBigPlanet 3 |
Type: | Gameplay Kits |
Category: | Sackbots |
Inputs: | 1 |
Obtained from: | Start |
As well as the Sackbot itself, the Gameplay Kits section of the Tools Bag also contains a gadget called the Behaviour, or Behaviour Chip, which allows certain tweaks on a Sackbot to be changed mid-level. The tweak menu of this gadget is nearly identical to the one that's accessed by tweaking the Sackbot directly, albeit with settings related to costumes, creature type and multiple forms being omitted. Normally this gadget can only be placed on a Sackbot's circuit board; it isn't possible to place it outside directly, but it is possible to have a Behaviour chip exist outside of a Sackbot by placing the gadget inside another Microchip nested in the bot, and moving that onto a different surface.
Every Sackbot comes with a Behaviour chip permanently stuck to the centre of its circuit board, the settings of which directly mirror the values set by tweaking the Sackbot itself. While this initial Behaviour cannot be deleted or moved, it can be duplicated, and the clones can be freely moved or deleted. Additional behaviour chips can be placed onto the Sackbot's circuit board from the Tools Bag, and can be used to change its behaviour on the fly. Only one Behaviour can be active at any given time; if more than one receives power, whichever one was activated most recently will take priority.
Costume
In most of the games where it appears, the Sackbot's default appearance is actually a costume that players can equip themselves. In LittleBigPlanet 2, the Sackbot costume can be unlocked by completing the final level in Story Mode, Into The Heart Of The Negativitron. It can also be obtained by placing a fresh Sackbot, tweaking its costume and using the Save Costume tool. This is the only way to obtain the Sackbot costume in LittleBigPlanet PS Vita, as it is not awarded as a prize in that game's Story Mode. In LittleBigPlanet Karting, while the Sackbot can be spawned in races by setting a Spawn Point's Player Type to "Player or Sackbot", there is no way to obtain its costume legitimately.
Sackbot Meshes As Objects Bug
The Sackbot Meshes menu from the Choose Creature Type tweak functions like a standard object menu, and thus allows you to heart these Meshes. These Meshes can then be loaded outside their menu as objects via the Personal Menu. When Sackboy is loaded, the object is a decal of his default model. When any other character is loaded, it loads a Sackbot set to that character type, but with the Sackbot costume applied to it. Due to the costume mismatch the model becomes extremely distorted. Unlike the standard Sackbot costume, these distorted versions cannot be saved directly via the Costume tweak, and can only be saved if the Mesh Sackbots are saved as custom characters and transformed into.
Gallery
A screenshot of dressed up Sackbots roaming Maximum Security.
LittleBigPlanet 2 Gameplay Kits
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Level Kit | Bounce Pad •
Sackbot •
Level Link •
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Collectibles | |
Powerups |
Grabinators •
Creatinator •
Brain Crane •
|
Projectiles | Missile •
Water •
Fire •
Electricity •
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Audio Objects | |
Unreleased | Pet •
Robo Boots •
Rail Gun •
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