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#1

Killing a brain via switch

Archive: 8 posts


I'm trying to give points to the player but also trying to avoid too many bubble emitters as a thermo saver. I've an enemy that set to dissolve via paint switch, but for technical reasons cannot use a brain on him without it killing the environment he's attached to (and in this circumstance i can't have him independent of it).

I've been trying to set up a mechanic so that the paintswitch triggers & kills a brain on a seperate off screen item as a way of giving points to the player but it doesn't seem be working. Can a brain be killed via a switch or do i need to set up a paintball emitter off screen to kill it physically (which would kinda defeat the purpose)?
2009-10-16 13:05:00

Author:
julesyjules
Posts: 1156


If it's set to 1-shot it should work. If it is set to on/off it will dissolve the dissolve and not kill the brain. I think.2009-10-16 13:06:00

Author:
rtm223
Posts: 6497


Ah! (and doh!) Thanks rtm, I'll give it a bash. Just out of curiosity, you reckon this way is likely to be more efficient than setting up a '5 bubbles' emitter and the required logic? I'm looking to do it on about 5/6 seperate enemies and the thermo is starting to get a little frisky.2009-10-16 13:12:00

Author:
julesyjules
Posts: 1156


Well i always emit a block with a creature brain on, And a mag key set to 1shot and inverted. Each time it is emmited you get points so for survival challenges you can set up howmuch point in how much time.2009-10-16 14:23:00

Author:
robotiod
Posts: 2662


If you decide to use such a "time-based point bonus" for survival challenges, I'd strongly recommend adding the possibility of collecting points the normal way as well. The reason: switch-activated creature-brains will split their points up equally between all players. If this is the only way to earn points in a survival, the competitive element dies, since no player could - by any means - gain more points than his fellow players.

But that's a bit off-topic. Yes, setting the switch to 1-shot and hooking it up to any brain in the level works. The player which shoots the "killing paintball" at the OneShot paintswitch will get the points. You can also hook up multiple brains to the same paint switch in order to increase the point value.
2009-10-16 14:41:00

Author:
Treas
Posts: 223


Jules, if you are wanting to minimise thermo I'd recommend a single piece of dark matter off screen with the 6 brains on. I don't know for sure but 5 emitters all emitting 5 separate objects feels like it should take up more.2009-10-16 14:58:00

Author:
rtm223
Posts: 6497


Jules, if you are wanting to minimise thermo I'd recommend a single piece of dark matter off screen with the 6 brains on. I don't know for sure but 5 emitters all emitting 5 separate objects feels like it should take up more.

Yeh, im assuming the same thing, thats exactly how I've got it hooked up. Thanks all!
2009-10-16 18:29:00

Author:
julesyjules
Posts: 1156


I used something like that for my new level, and just had a block of dark matter with a brain and inverted switch set to one-shot, and attached it to the brain. I then had it emit at 3 second intervals.2009-10-18 06:21:00

Author:
srgt_poptart
Posts: 425


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