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#1

Couple of questions

Archive: 20 posts


Well, tweaking stuff is harder than the tutorials make it sound >.>

Right now I was just browsing what stuff was in my poppit and came upon some things that I want to use but don't know how.

1) I found a searchlight which seems cool. Only I don't know how the heck to use it! Is there a way to get it to follow my Sackboy? Also I see a wire sticking out of it, so what am I supposed to do with that?

2) In the tweak menu I see an option for some things, that is labeled "Require all" What does that do? Any good ways you all know of using it?

3) In the tweak menu for some items, there is an option called "one-shot." What does that do? And again, are there any popular ways you all use this feature?

4) There is a tool called the "Camera Zone" which I've been trying to use. I got the impression that it is used to change the angles and zoom of the camera so I attached it to an object to try to get the camera to zoom to the object when a player passes by. Now no matter how hard I try, I can never get this tool to do anything. Does anyone know what I'm doing wrong? Do I have to enter play mode to see it work? Also there is a slider in that tool's tweak menu, what happens if I put it all the way to the right/left?


Thanks in advance!
2009-06-10 03:32:00

Author:
gulliver49
Posts: 106


1) The searxh light has an "activation radius" You can increase and decrease the raduius and how far it will go by pressing the "square" buttion on the light, this Searchlight basicly acts like a proximity switch, it won't follow you but you can make it move using various thecniques.

2) "Require all" is for tere's more than one player in the level, all players have to activate it. (If a proximity switch, all player have to get on the area of activation for example.

3) One shot means whatever its activated to that switch will only be activated once when the switch gets activated by the player. (For example if there is an emiter that's supposed to throw bombs, and you atatch it to a button switch and set it to "one shot" only one bomb will be emited each time you press the button.)

4) The "Camera tool" as you said is to change the angle and zoom of the area selected only which might have been your problem, apart from the begining,
(out of space)
2009-06-10 04:58:00

Author:
Silverleon
Posts: 6707


Good questions... these are all things that confused the hell outta' me for the longest time. I've figured all of them out except the "Require All" feature.... just haven't gotten around to it yet. I'll let Silverleon finish his response and not bother going into double responses.2009-06-10 05:03:00

Author:
Rustbukkit
Posts: 1737


4) (continuing)
Even if you set the angle and everything else right, if the "area of activation" (that square that appears when you choose the top right opton) is not where you want the view to change it wont.
You can change the size with the right analog stick (Up to make it larger vertically, down to make it smaller vertically, and Right to make it larger horizontally, left to make it smaller vertically) and place of the area. (Move it around with the left analog stick)
The bar below is to see how much the camera will "follow sackboy," if its all the way to the left it will not follow him at all and while in the designated area the camera will only focus on the angle/zoom point you designated, if moved all the way to the right however it will make a small change to the view you designated, but will always have sackboy in the center of the screen, so depending on how you use this you can give different effects to the view.

Hope that answered your questions?
2009-06-10 05:06:00

Author:
Silverleon
Posts: 6707


"Require all" means that all sackboys will be required to be in range for that switch to activate.

.
2009-06-10 06:25:00

Author:
RangerZero
Posts: 3901


Yep that helped. Thanks!

I actually have a couple more questions if you are willing to answer them.

While on this site, someone recommended a level called "Temple of Elements" to me. Now if you play through the level, you'll get to this main chamber area. It has a giant cat face in the middle and red and blue crests on the side.

If you look at the sides of that room, you see these lamp things that emit a white smoke. How can I do that?

Also if you play through the level some more, you get to the point where you beat a Boss and take the key to that main Chamber. As to put the key into the designated slot, a huge orange light appears in the shape of a thermometer. I've been trying my best to recreate this, but I don't know how.

I don't really want to completely rip off this guy's hard work, but it's bugging me that I don't even have a clue how he does this sort of stuff.
2009-06-10 15:57:00

Author:
gulliver49
Posts: 106


In addition to what I already posted, I have two more questions

I'm trying to make an elevator/lift thingy. So I made a little box for the Sackboy to in, then I attached two wenches on the two sides. It works fine except I want this contraption to go REALLY deep. I set the maximum length to 900 (lol) and it won't go any lower!!! What could I possibly be doing wrong?

I really like the dissolve material. It's really handy. What I don't like is the color. Is there a way to change it? Or is there a way to give other materials the dissolve property?
2009-06-10 23:57:00

Author:
gulliver49
Posts: 106


I haven't played the level you mentioned. But I would guess the smoke is probably a hidden rocket or rockets. I'm not sure about the orange thermometer either but I'll take a look when I get a chance.

How low do you need the lift to go?!?! Maybe have a spot halfway down where the player has to switch lifts. And as for the dissolve, just use stickers to change the colour. Or you can cover it up with decorations.

There is a way to (kind of) give other materials dissolve properties. If you stick a creature brain on an object and connect a switch (set to 1 shot) to the brain, when the switch is activated the item will die/dissolve. Just be careful that the object is NOT glued to anything else or it will all die/dissolve also. It's very annoying when your whole level goes up in smoke. I used this technique to build teleporters that disappear after use.

I hope this helps.
2009-06-11 00:34:00

Author:
Chicago51
Posts: 258


Thanks man!

Yeah I need the lift to go really low, ridiculously low. I'll make it so that the player has to switch lifts, but it just don't makes sense why the wenches stop extending past a certain point. I'm even considering making the player just jump. I mean, it's not like Sackboys die after falling from a certain height.

And that dissolve technique you mentioned sounds perfect, although knowing how stupid I am I'm probably going to screw it up

Have a look at that thermometer thing. The level is by "tankboi."


Another feature in that level is that you need to keys to open the door. You know how he managed to do that? I can make one key open one door, but not two.
2009-06-11 00:48:00

Author:
gulliver49
Posts: 106


You're going to need an AND gate. Basically an AND gate is a bit of logic that requires 2 inputs in order to give a result.
There are a lot of different designs for logic gates, so it's all down to preference. Check out a level called 'Netty's logic lesson'. There's a pretty good explanation there. I'll get pics of mine if I remember and post them.
2009-06-11 01:04:00

Author:
Chicago51
Posts: 258


Just a quick thought to your issue of having to go really low. (Well besides positioning your next room closer!)

You could stack pistons. Sorta like a double or triple layer burger. The material as the bread and pistons as the meat.

Have the extra pairs trigger near the end of the first distance then 2nd etc, based upon the position of the elevator.

I guess you could have them all go simultaneous, but that might not be such a great idea.. Might rip the fabric of space time sackdom or something. Then again, that might be kinda funny to try...

Good luck!
2009-06-11 02:03:00

Author:
jwwphotos
Posts: 11383


Just a quick thought to your issue of having to go really low. (Well besides positioning your next room closer!)

You could stack pistons. Sorta like a double or triple layer burger. The material as the bread and pistons as the meat.

Have the extra pairs trigger near the end of the first distance then 2nd etc, based upon the position of the elevator.



That's a good idea. That should work well.
As for your gate with 2 locks, I took some pics last night:

1. The first is a pic of the AND gate i use. It's made of dark matter on the back thin layer. 2 small pieces of glass with a piston attached to each, a mag key on 1 piece of glass and a mag switch attached to the other.

2. Attach the switches of your choice to each of the pistons attached to the glass. Make sure the 2 switches are both set to directional.

3. When each switch is activated it moves the mag switch and key closer together which activates the mag switch and turns on whatever it's wired to.

Now you have an AND gate. When both switches are activated the light turns on.
2009-06-11 13:36:00

Author:
Chicago51
Posts: 258


You just need one elevator...
Simpli put the box there the sackperson is entering at the bottom wher its supposed to bbe, and connect it to the top, this will make it go over the 999m limit, just decrease the "minimum" lenght to what you want it to be. (be careful tho, if you move the "maximum" lenght even a little it will go back to 999, so don't edit that) i reccomend a piston, but remember to set it to "stiff" so the elevator doesn't move aarround and goes straight up/down.

And you CAN change the color of dissolve material (and for your info to the rest of you, brains take a lot of termo) just put a sticker of the color you want it to be in it (enlarge the sticker enough so it covers the entire piece you want to change the color., this is quite efficient and barely takes any termo, no to mention it won't give "unnecessary points" to the user fr the destroyed brain.
2009-06-11 14:22:00

Author:
Silverleon
Posts: 6707


You just need one elevator...
Simpli put the box there the sackperson is entering at the bottom wher its supposed to bbe, and connect it to the top, this will make it go over the 999m limit, just decrease the "minimum" lenght to what you want it to be. (be careful tho, if you move the "maximum" lenght even a little it will go back to 999, so don't edit that) i reccomend a piston, but remember to set it to "stiff" so the elevator doesn't move aarround and goes straight up/down.


Duh... yup.. I forgot about that. Good catch!!
2009-06-11 14:30:00

Author:
jwwphotos
Posts: 11383


Thanks guys!

The "AND Switch" is working perfectly, and my elevator is working nicely as well. I just wish the elevator would go down slower. I'm using pistons, and since the distance is so large, it's going down very fast.

Is there a way to make it go down slower? I want to make the player feel as if he is going down a large distance so if he travels 1000+ units in a second, that sort of defeats the purpose. Should I just wenches?
2009-06-11 15:41:00

Author:
gulliver49
Posts: 106


Also about that "AND switch."

The one you showed requires two inputs, what if I want to make something that requires 4?

Is that possible?
2009-06-11 15:42:00

Author:
gulliver49
Posts: 106


What do you have the time set to on the piston? Just increase the amount of seconds to the time you want the trip to take.2009-06-11 16:18:00

Author:
jwwphotos
Posts: 11383


Also about that "AND switch."

The one you showed requires two inputs, what if I want to make something that requires 4?

Is that possible?

Well there's probably many different ways to do it. But the easiest you can do without making new logic gates would be to use 3 of the AND gates I showed above. Connect the 4 inputs to the pistons on the first 2 AND gates(1 input to each piston). Then connect the wires off of the mag switches from the first 2 gates to the pistons on the 3rd gate(make sure the mag switches are set to directional). Then connect the wire from the third mag switch to whatever you want to turn on.

I can think of a couple more ways of achieving this. So, if this doesn't do let me know.
2009-06-11 17:32:00

Author:
Chicago51
Posts: 258


1st, try not to double post, it will get you in trouble, that's why there's an "Edit" button...


Secondly, are you sure you have experimented with ANYTHING?
Not trying to be rude here, but if you were to at least check the options you wouldn't even be asking how t make it slower, don't expect everything to be done by everyone else, do something yourself... >_>
Check the options in the piston and you'll get your answer.
2009-06-11 18:18:00

Author:
Silverleon
Posts: 6707


1st, try not to double post, it will get you in trouble, that's why there's an "Edit" button...


Secondly, are you sure you have experimented with ANYTHING?
Not trying to be rude here, but if you were to at least check the options you wouldn't even be asking how t make it slower, don't expect everything to be done by everyone else, do something yourself... >_>
Check the options in the piston and you'll get your answer.

LOL - Kinda harsh there SL... True! But harsh.
2009-06-12 03:45:00

Author:
v0rtex
Posts: 1878


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