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#1

How to tetherless jetpack

Archive: 30 posts


This week only..

Wanna start testing out your tetherless jetpack? Here you go.

Capture jetpack as object. Emit jetpack where you want it and set your times..I like 0.1 life - 0.1 interval. Now you have a tetherless jetpack station. The End.
2009-04-16 12:19:00

Author:
Jaeyden
Posts: 564


Sounds very interesting, but doesn't the Create Pack 1 come out tommorow (containing a tetherles jetpack)?
Not sure it is tomorrow, I'll check now. I'm sure it's in that pack.

EDIT: Or is this a glitch in CornishYarg?
2009-04-16 13:09:00

Author:
S-A-S--G-U-N-R
Posts: 1606


not tomorrow but next thursday is when the create pack comes out.2009-04-16 15:16:00

Author:
wayz59
Posts: 7


****, it works!
there is no wire, it's a tetherless jetpack!
2009-04-16 15:49:00

Author:
oldage
Posts: 2824


How did you find this out?2009-04-16 15:53:00

Author:
Defaultsound
Posts: 137


nice

there's something strangely satisfying about flying a jetpack with no tether ^^
2009-04-16 16:16:00

Author:
Dexiro
Posts: 2100


Nice, I'll try it out when I get my ps3 back from sony.2009-04-16 16:28:00

Author:
tjb0607
Posts: 1054


lol, now the creator pack got a little.... less useful! 2009-04-16 16:58:00

Author:
graygoose
Posts: 371


It didn't work for me. Did I do something wrong? 2009-04-16 17:01:00

Author:
DanC
Posts: 433


It didn't work for me. Did I do something wrong?

are you sure you've put the life time to 0.1 and interval to 0.1?
2009-04-16 17:21:00

Author:
oldage
Posts: 2824


Argh! Didn't set the interval correctly. Thanks for thtat. Just tried it out again - thats awesome! I might even includ....oh....wait....no thermometer left. 2009-04-16 17:37:00

Author:
DanC
Posts: 433


Very clever! Shame that a new one comes out on the 23rd
WHy can't we work out useful things (Although this way is cooler)
2009-04-16 20:00:00

Author:
Coxy224
Posts: 2645


Well it's always nice to be ahead of the companys heh2009-04-16 20:01:00

Author:
CreateNPlay
Posts: 1266


I found this as a bug in Scientific Island 3. There's a mech that has a jetpack attached to its foot. I kept the jetpack on when I went inside, then when it gets destroyed via brain, I had tetherless jetpack. It was fun flying around looking at the switches (His main switch was a block on a piston which pushes a two-way. Like a delay before a permanent)

So I guess destroying the source in any way would do, but your way regenerates itself.
2009-04-16 20:19:00

Author:
dawesbr
Posts: 3280


Hang on, how did you manage to destroy the mech?2009-04-16 20:26:00

Author:
DanC
Posts: 433


How did you find this out?

Was updating all my old levels with the new switch options and during testing one of them..the jetpack is attached to one of my bosses...I noticed that my sackboy didn't fall to earth like he was supposed to when the boss was destroyed. Now I've got to figure out how to get the cancel switch (next week) into these levels when my bosses die. I have two boss fights with tethered jetpacks that are destroyed when you kill the boss. I hope the new "kill" switch has a large radius so I can emit them when the fight is over. Or at least be able to connect a mag switch relay to it.
2009-04-16 22:29:00

Author:
Jaeyden
Posts: 564


Whoa, this sounds cool! beat Mm to it!2009-04-17 00:11:00

Author:
noddle111
Posts: 174


Meh, if this wasn't coming out anyway on Thursday I'd probably try it.2009-04-18 15:10:00

Author:
ARD
Posts: 4291


...It kinda did it automatically.

Well, actually, it fell over one time, then I restarted.

When it goes in the elevator, the laser passes over it, and its brain is destroyed. It collapses, and, tada.
2009-04-18 15:41:00

Author:
dawesbr
Posts: 3280


Whaaaa...?
Are you insane?
2009-04-18 15:43:00

Author:
ARD
Posts: 4291


Hang on, how did you manage to destroy the mech?

No, I'm not insane, just question-answering

Yes I am insane, but sometimes I answer questions too xD
2009-04-18 16:18:00

Author:
dawesbr
Posts: 3280


Oh, now I understand.
I thought you'd posted in the wrong thread or something.
2009-04-18 16:19:00

Author:
ARD
Posts: 4291


I found this as a bug in Scientific Island 3. There's a mech that has a jetpack attached to its foot. I kept the jetpack on when I went inside, then when it gets destroyed via brain, I had tetherless jetpack. It was fun flying around looking at the switches (His main switch was a block on a piston which pushes a two-way. Like a delay before a permanent)

So I guess destroying the source in any way would do, but your way regenerates itself.

I actually found the same thing while messing with some of my mecha creations today.
2009-04-19 03:16:00

Author:
gevurah22
Posts: 1476


Ha, well would you look at that, it works!
Too bad this wasn't discovered earlier tho, considering we're getting a legit tetherless jetpack this or next week.
Still cool!
2009-04-19 04:24:00

Author:
Silverleon
Posts: 6707


I found this as a bug in Scientific Island 3. There's a mech that has a jetpack attached to its foot. I kept the jetpack on when I went inside, then when it gets destroyed via brain, I had tetherless jetpack. It was fun flying around looking at the switches (His main switch was a block on a piston which pushes a two-way. Like a delay before a permanent)

So I guess destroying the source in any way would do, but your way regenerates itself.

Yeah, this was changed in one of the recent LBP updates. MM themselves introduced this bug into the Scientific Island level by changing the rules of LBP. It kind of annoyed me, honestly.

Previously, if you issued a jetpack and then destroyed it (via emitter dissolve or creature destruction) any players carrying a jetpack from that source would lose it. But after the change, destroying the jetpack source would simply destroy the tether and the player would keep the jetpack.

It's kind of a shame because this was a powerful technique for controlling and limiting the use of the jetpack - you could issue a jetpack inside a closed vehicle, and then make sure that, one way or another, the player would lose the jetpack if the machine were destroyed. But with the introduction of the tetherless jetpack, level creators lost that control. There's no longer a sure-fire way to revoke a player's jetpack once they have it. Best you can do is kill them or pass them through a powerup remover - but if they got out of your machine with the jetpack intact, how are you supposed to do that, right? In an open level you can't...

The tetherless jetpack certainly is nice for some things - but personally as someone interested in creating levels (and especially vehicles) I preferred having more ability to restrict the jetpack.
2009-05-05 00:31:00

Author:
tetsujin
Posts: 187


Hey Tetsujin, you do rellize you have a choice to use either tetherless or not right....?2009-05-05 00:46:00

Author:
Silverleon
Posts: 6707


Hey Tetsujin, you do rellize you have a choice to use either tetherless or not right....?

Yes, but the point is that the behavior of the tethered jetpack has changed. Previously it was possible, with a tethered jetpack, to remove that jetpack from the player any time you wanted via switch input. Now the only ways to force a jetpack off a player are to hurt or kill them, or somehow force them through a powerup canceller. We have lost a powerful technique for controlling when a player's flight capability should end.

This capability was especially useful for "flying vehicles" pushed around by a sackboy inside them. If you wanted the machine to be "destroyed" you could creature-dissolve the whole thing without fear that you'd be giving the player an unlimited jetpack. (If your "flying machine" is destroyed but the player is still flying, this totally destroys the whole illusion of the machine...)

Untethered jetpacks are a fine addition to the game - but the thing is, if you didn't design your level with an untethered jetpack in it, then chances are any situation that results in a player getting an untethered jetpack is a bad thing. For that reason I'd argue that a tethered jetpack should never turn into an untethered jetpack.
2009-05-07 08:01:00

Author:
tetsujin
Posts: 187


Well, the bad thing for your argument is, it already happened, and i think you're only one of 2 or 3 players who don't like it, so... yeah, i really don't think anything's gonna be done about it.
Besides, you should stop focusing on the negative side, maybe you lost one thing (which i still don't really get what this thing you lost is) but there a ton of positive things now.
Besides, have you really downloaded the creator pack yet?
For what i've read it doesn't really seem ike you have the Tetherless jetpack yet...
2009-05-07 08:11:00

Author:
Silverleon
Posts: 6707


Well, the bad thing for your argument is, it already happened, and i think you're only one of 2 or 3 players who don't like it, so... yeah, i really don't think anything's gonna be done about it.


All I'm saying is that it was an unfortunate change that broke some working, published levels. I'm not saying that I expect a major revolt of LBP players or deman that Mm fix this - I'm just talking. The recent patch had some nice improvements, but this change to the rules of tethered jetpacks was kind of unfortunate.

When you design a level with the assumption that people aren't going to have freedom to fly around arbitrarily, a player suddenly gaining that ability is disastrous in terms of the level designer's ability to control the players' progress through the level. It should never happen. But now, in some published levels, it does.



Besides, have you really downloaded the creator pack yet?
For what i've read it doesn't really seem like you have the Tetherless jetpack yet...

Why do you say that? And what does it have to do with anything?

Yes, I've downloaded the creator pack. I have the tetherless jetpack, powerup canceller, etc.
2009-05-07 18:18:00

Author:
tetsujin
Posts: 187


I've realize we've gone off the subject, any further part of this discussion i will make it via Private messages,2009-05-07 23:29:00

Author:
Silverleon
Posts: 6707


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