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#1

An interesting partial "solution" to community object theft

Archive: 18 posts


Basically, this is to help prevent people from just taking your prize objects and placing them in their level. Create time-lmited prizes. In pause:

1. Capture Your object:
2. Place it in an emitter with a given lifetime
3. Hook up a one-shot, inverted switch to the emitter
4. Unpause
5. Rewind, the object should still exist because of stupid LBP bugs.
6. Capture the new object.


You can do it differently than this, but emitting it and recapturing it is the key. This new object will only exist for the lifetime specified. It is possible it could still be used as a teaching / learning aid, if that is your intent, but actually using it in a level becomes less easy. it might be possible, depending on what the object is, but it's definitely harder.


Other things that can be done are variable lifetime objects. Only have certain parts disappear after the time limit - this involves a resonable amount of effort to pull off though - removing key parts of logic might work well for this, to simply disable the device. You can also have a object hidden inside / behind, with a mouth and mag switch that will trigger some text when it does disappear, explaining why it has happened. In fact, if your object is only supposed to be studied in pause mode, you can make a pause mode only object, by setting lifetime to 0.1 and having the magic mouth trigger as soon as it is unpaused. That would actually be kinda cool.

Basically, it's not something I intend to do, but it occured to me earlier and I thought I'd share it. Remember that stuff like this does make people want to steal your stuff more, simply to beat you, so use at your own risk.
2010-02-09 02:23:00

Author:
rtm223
Posts: 6497


Why didn't you post this in my thread?

Interesting solution, but I can't think of a way where it'd be that useful...
2010-02-09 02:27:00

Author:
Incinerator22
Posts: 3251


Because it's late and your thread is mostly devolved into something bemoaning the state of the world. If anything this might have been better in tutorials, but IDK. It's 2:30 AM.

As for how useful.... as I said, I don't intend to use it. The emitter lifetime effect is something I've been toying with as a useful "feature" for a while now and this seemed like an application that some might want to use. You can also alppy it to all sorts of other things, including timing logic and emitted objects that include an implicit timer and / or can dismantle themselves without dissolve.

I sort of stumbled across a way to give individual mag keys lifetimes too, although that might not actually work properly

In fairness though, with say, your tank. If that had a minute or two lifetime on it, no-one would be able to use it in a level properly, but they could play with it in create mode, with a few rewinds, to see how it works and learn a bit from it and if you wanted to, you could give away a proper version at your discretion.
2010-02-09 02:32:00

Author:
rtm223
Posts: 6497


I discovered this by accident last week, trying to capture something I emitted that I had long since deleted. I didn't use the captured one for a couple of days and was bemused to why it was vanishing after 10 seconds. I worked it out in the end but couldn't think of a useful application for it. Seems you have 2010-02-09 07:56:00

Author:
GruntosUK
Posts: 1754


So other people have discovered thid lifetime glitch other than me, I knew it!!!
Anyway after reading Incinerator22's thread I had the same idea as you but as you said it's not really that useful, it's just nice to know that someone thinks the same as me.
2010-02-09 10:22:00

Author:
SR20DETDOG
Posts: 2431


I think if the person captures the object, and it only lasts for a certain time...

If they capture the captured object, that object will last forever...

But im not sure.
2010-02-09 13:45:00

Author:
BlahYourHamster
Posts: 177


Genius idea. I used to always capture finite life objects from my own emitters to my own dismay til I figured out how to avoid it and just temporarily reset my settings, to get my object captured to then re-emit or use in something else etc...

What an amazing use of what's normally an annoying problem.
2010-02-09 19:03:00

Author:
Unknown User


I think if the person captures the object, and it only lasts for a certain time...

If they capture the captured object, that object will last forever...

But im not sure.

I don't think so. I had a run in with this in my last creation where I wanted to make modifications to an time-limited emitted object after I had deleted the original. The only solution was to go back to the emitter and set it to 1 max/infinite time, and then recapture it.
2010-02-09 19:22:00

Author:
Thegide
Posts: 1465


Wait a minute, people could just put that in an emitter and the put that to infinite lifetime? works like the walk through walls you do with creature brains that usually disappear after a second but stay there forever if you emit it to infinite...

But it would work for noobs
2010-02-09 19:35:00

Author:
napero7
Posts: 1653


I think if the person captures the object, and it only lasts for a certain time...

If they capture the captured object, that object will last forever...

But im not sure.


Wait a minute, people could just put that in an emitter and the put that to infinite lifetime? works like the walk through walls you do with creature brains that usually disappear after a second but stay there forever if you emit it to infinite

Doesn't seem to be that way. Me and shadowheaven tried lengthening the lifetime by putting it in an emitter with longer life, but this doesn't help. I just sent a finite lifetime object to an alt account to see what I could do with it as a community object and recapturing or re emitting didnt' seem to make much difference. Seems like the lifetime of the object is definitely limited after it has been emitted.
2010-02-09 19:39:00

Author:
rtm223
Posts: 6497


I was going to try this myself first, but my PS3 is taken. For the plasma glitched objects, you need to capture an object on the verge of destruction, then emit that with infinite lifetime, then capture that. This could very well work here too. Did you try this sequence?2010-02-09 19:46:00

Author:
Rogar
Posts: 2284


hmmm.... But this could make a new phenomenon "cloning" where they remake your object 2010-02-09 19:51:00

Author:
Kern
Posts: 5078


Well I just got it down to the point that it vanishes without moving after emitting, is that count as "on the verge".

Honestly I don't know. I can't seem to get it to work, but if someone else want's to try I'm happy to be proven wrong
2010-02-09 19:52:00

Author:
rtm223
Posts: 6497


I'll try, just send me something. And make it something worth stealing, for extra motivation.

Edit: Right, I haxxored ur copy protection. I just tried capturing a finite emitted object, emitting that infinite, and capturing the result, and the object no longer disappears. I haven't tested this for community objects, but I highly doubt it wouldn't work there.

Shame, really.
2010-02-09 19:54:00

Author:
Rogar
Posts: 2284


Only just saw this

I'm not getting the same result when I:

Create Time lmited object as per OP
Emit that object with the emitter set to infinite
capture the object being emitted from the infinite emitter.
Place the newly captured object.


What did I miss?
2010-02-13 19:45:00

Author:
rtm223
Posts: 6497


Why not include a thin bit glued to the back of the creation so when unpaused it emits a thermo destroya!2010-02-13 19:51:00

Author:
Kern
Posts: 5078


or a noob button! but no button just unpasued of cousrse warn them not to unpause2010-02-14 02:55:00

Author:
FocusRSdude
Posts: 145


What did I miss?

Nothing, as far as I can tell. Weird.
2010-02-14 14:10:00

Author:
Rogar
Posts: 2284


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