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#1

Need Help

Archive: 8 posts


So I'm deciding to start making my 3/4 finished level again. I haven't created in quite a while now so i'm quite out of touch.

I have a part where the sack person goes up to a door that's shut and when you go in front of it, it triggers an event. I want a cop that is glued to a circular peice of stone to be lowered down via a winch (so it looks like he's hanging on to a helicopter) to stop when he comes down, he'll say something like "Here kid, you'll need this more than me". Then emit a paintanator and go back up out of sight never to come down again. And then 3 rows of enemies start coming out at you and it's like a mini surivial challenege.

The only part i really had trouble on was getting the cop to come down emit it then go back up and stay there.
2009-04-23 05:47:00

Author:
Hamsalad
Posts: 2551


Could you have a player proximity switch on a piece of dissolve (hidden from player) set for direction control the cop coming down, then a mag key on the bottom edge of the cop triggered by a mag switch somewhere on the background of the level that sets off the emitter. The paintinator (Lifetime infinite, 1 max at a time) could have a mag switch on it that once the paintinator drops triggers another mag switch attached to the piece of dissolve the original trigger the cop proximity switch was on and cancels it when it dissolves.

That would work.... right. Sorry sort of visualizing it here at the computer.
2009-04-23 06:02:00

Author:
Morgana25
Posts: 5983


Yeah I was going to tell you to do the same thing that Morgana said but I wasn't sure if you could put mag switches on the paintinator.2009-04-23 06:10:00

Author:
Whalio Cappuccino
Posts: 5250


You can sticker the paintinator so I'm kind of assuming you could attach a switch too. if not you could always put an invisible bit of rubber attached to the paintinator with a mag switch attached to that when it's emitted.2009-04-23 06:11:00

Author:
Morgana25
Posts: 5983


Totally Off-Topic: Wow Morgana, I just read your sig for the first time. That's really deep.

On-Topic: Yea, that would work, If you want I can make an example for you o.O
2009-04-23 14:10:00

Author:
SawronZXZ
Posts: 463


That should work if not you can always ask again.2009-04-23 14:34:00

Author:
robotiod
Posts: 2662


For cutscenes, one of the best things to do is to use a key cart. Basically, off screen, make a small cart with two wheels (back wheel is a motor bolt and front wheel a normal bolt). Place a magnetic key on the cart. Capture it as an object.

Now create a track from dark matter. Place an emitter at the start of the track and use it to emit the key cart at the desired moment. You can place magnetic keys all along the track to time various events.

In your case I would tie the proximity switch to the emitter. Set the emitter to only emit once and maybe put a permanent switch in there too for good measure.

For the magnetic keys switches, I would place one in the middle that was set to directional. This is tied to the police officer's winch. So as the cart passes through the magnetic key switch's area, the police officer comes down. Once it moves past the key switch's area the police officer will go up.

Place a second magnetic key switch somewhere inside the first one's radius. Set it to once and tie it to a magic mouth that says "Here kid, you'll need this more than me." You can also have this one emit the paintinator, or use a third magnetic key switch if you want more precise timings.

You may also want to use a permanent switch to emit the paintinator with an on/off instead of a one shot. This is because the emitter will not function if sackboy is in the way. If it's a one shot, the paintinator might never be emitted. If it's an on/off (with the maximum emitted set to one of course) then it will keep trying to emit until it is successful.
2009-04-23 14:54:00

Author:
dcf
Posts: 468


I do something similar to a key cart already. Except I just hollow out dark matter, attach a piston to a block or w/e and have it guy pushed to the end. I think I got it figured out if you can attach a magnetic key to a paintanator...Do you know if you can? (By reading the posts it looks like it but I just want to make sure.)

I am thinking, I can have the cop already attached to the winch resting on top of a dissolve block above where I want him to drop down. And the wench will be controlled by a magnetic switch infront of the door where the player stands, so the wench will be on directional and inverted. And the sensor that triggers my event dissolves the block below the cop dropping him down. And I can have another sensor on the cop that emits the paintantor that has a magnetic key on it the same color as the magnetic switch at the bottom. So when it gets emitted it shoots him back up
2009-04-23 16:57:00

Author:
Hamsalad
Posts: 2551


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