Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Help! [Archive]
#1

Problems with enemy cannon recoil.

Archive: 11 posts


Hello, I redesigned and adapted for LBP an enemy called Cannon Driver, from the game Megaman X2 . I am having some problems here with the enemy?s weapon "AI".

For those who remember this character, he has two cannons. Each time the first cannon shoots a projectile its turret suffers recoil effect and emits a smoke . The second cannon does the same as the first. The two cannons shoot alternately, one shoot, recoils, come back, than the other shoot.

I am also trying to make it shoot only when the player is within the desired range, which is why I think I would have to use a Sensor Switch.

I am out of idea how to make them fire like I described. The maximum I've done is connect a piston to each cannon so that it would make tha cannon go backwards (This was the idea for the recoil effect animation...).

Could you please give me some help with this situation? Thanks in advance.

Note: Here is a picture of the enemy, for illustration purposes:

http://images2.wikia.nocookie.net/megaman/images/c/c1/Mmx2cannondriversprite.png
2009-11-03 21:01:00

Author:
AlvaroShiokawa
Posts: 126


Sensor switch, turned to the side and tweaked into a cone, is your best bet for triggering the effect. I recommend making a thin layer cut-out of the torso, then put 1-fat cannons behind the cutout. put the back of the cannon on a stiff piston, which is itself connected to the back of the cutout.

Set up a magnet on one cannon, then a magnet switch (1-shot) to the body. This way, the first gun "recoiling" can trigger the next shot in the sequence. As long as the pistons are VERY SHORT, you can set them to "Flipper". So: player enters range; sensor triggers first shot, puff of grey gas, piston on first shot. Piston on first shot completes magnet circuit. Magnet circuit fires second plasma, second gas puff, second piston. The pistons should actually make the enemy "shudder" backwards, if you get the dimensions right.

Also, consider using flyaway floaty to turn into gas. I know Dark Matter gas stays where you put it, and dissolve gas can be moved on a piston...maybe floaty gas will rise like smoke? I haven't tried it.
2009-11-04 01:12:00

Author:
coyote_blue
Posts: 422


Sensor switch, turned to the side and tweaked into a cone, is your best bet for triggering the effect. I recommend making a thin layer cut-out of the torso, then put 1-fat cannons behind the cutout. put the back of the cannon on a stiff piston, which is itself connected to the back of the cutout.

Set up a magnet on one cannon, then a magnet switch (1-shot) to the body. This way, the first gun "recoiling" can trigger the next shot in the sequence. As long as the pistons are VERY SHORT, you can set them to "Flipper". So: player enters range; sensor triggers first shot, puff of grey gas, piston on first shot. Piston on first shot completes magnet circuit. Magnet circuit fires second plasma, second gas puff, second piston. The pistons should actually make the enemy "shudder" backwards, if you get the dimensions right.

Also, consider using flyaway floaty to turn into gas. I know Dark Matter gas stays where you put it, and dissolve gas can be moved on a piston...maybe floaty gas will rise like smoke? I haven't tried it.


Sensor switch, turned to the side and tweaked into a cone, is your best bet for triggering the effect. I recommend making a thin layer cut-out of the torso, then put 1-fat cannons behind the cutout. put the back of the cannon on a stiff piston, which is itself connected to the back of the cutout.

Set up a magnet on one cannon, then a magnet switch (1-shot) to the body. This way, the first gun "recoiling" can trigger the next shot in the sequence. As long as the pistons are VERY SHORT, you can set them to "Flipper". So: player enters range; sensor triggers first shot, puff of grey gas, piston on first shot. Piston on first shot completes magnet circuit. Magnet circuit fires second plasma, second gas puff, second piston. The pistons should actually make the enemy "shudder" backwards, if you get the dimensions right.

Also, consider using flyaway floaty to turn into gas. I know Dark Matter gas stays where you put it, and dissolve gas can be moved on a piston...maybe floaty gas will rise like smoke? I haven't tried it.

Ah, thank you for the help coyote_blue, I think I understood what you meant, now the cannons are firing and recoilling.
2009-11-04 01:26:00

Author:
AlvaroShiokawa
Posts: 126


hey i was gonna post an idea then reliased u fixe dit can't wait to see ur lvl2009-11-04 12:49:00

Author:
lbpholic
Posts: 1304


For the smoke, if your enemy is made out of a non-explodable material, you can emit explosions. To do this, capture the following as an object: Triggered Explosive, with a sticker sensor set to inverted and attached to the explosive on it. Whenever this is emitted it creates an explosion, which emits smoke, so it may be what you're looking for.2009-11-04 13:33:00

Author:
dawesbr
Posts: 3280


To trigger the cannons after another place a little circle driven by a motorbelt somewhere on the robot. The proxy-trigger starts the motorbelt and the magnet-key on the cirlce triggers the one-shot-switches at the sides of the circle to fire the cannons.
For the smoke put a little rocket truster in each cannon. Meets the needs for the visual and physical effect.

Could be my paranoia but the solution with the explosions could result in some unwanted side effects... :O
2009-11-04 13:40:00

Author:
Vanemiera
Posts: 329


Hey guys thank you once again for the help, the mechanics are fortunately working now, as for the visual effect I tried the instant explosion idea, haha, I saw what Vanemiera meant by unwated side effects xD. So I will stick with the idea of using a painted small rocket. 2009-11-04 14:26:00

Author:
AlvaroShiokawa
Posts: 126


How about hiding the rockets behind the thin layer or using deco to cover it somehow? =)2009-11-04 14:34:00

Author:
Vanemiera
Posts: 329


How about hiding the rockets behind the thin layer or using deco to cover it somehow? =)

Yes this is a good idea, but you see, my cannons were made using the pipe decoreation for realistic purpose,s so the smoke would kinda come from way too backwards... i suppose i would have to make the two rockets as big as possible hiding then inside the torso xd?
2009-11-04 14:48:00

Author:
AlvaroShiokawa
Posts: 126


You could even use the rockets to create the recoil. Have the two guns on stiff springs with the rockets on the end of them. The rockets could be activated by a mag switch sensing a key on a rotating circle. The mag switches would have to have very small radius' (radii :S) so the rockets only stay on for a short burst.2009-11-06 22:34:00

Author:
Altair1911
Posts: 15


You could even use the rockets to create the recoil. Have the two guns on stiff springs with the rockets on the end of them. The rockets could be activated by a mag switch sensing a key on a rotating circle. The mag switches would have to have very small radius' (radii :S) so the rockets only stay on for a short burst.

Hey there man, interesting idea of yours of using the rocket as the one that will make the cannons move , thanks for the suggestion (For now I am using Vanemiera?s idea of leaving the rockets inside his torso and from there generate the smoke), I will experience with your idea to see if the smokes come out in a better way hehe.
2009-11-06 22:39:00

Author:
AlvaroShiokawa
Posts: 126


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.