#1
Sparx/Invisible player tracker?
Archive: 13 posts
As you may/may not know I am working on several Spyro levels and was wondering if this was possible: For a few of the levels, I would like sparx, a dragonfly that follows spyro, to follow you. At the moment I have two of the sacktrackers from the logic pack, one horizontal, one vertical attached to the horizontal one. This means that the tracker is always behind sackboy. I have then put it one the back layer and place sparx on the front, connecting the two with a piston (to mimic sparx moving up/down whilst still. Currently, I am placing one thick layer of background, e.g. a castle wall, to cover it up but this leaves me with only two layers for game play. So... Is there a way to make the tracker invisible but still have sparx attached? | 2010-02-13 08:22:00 Author: Jedi_1993 ![]() Posts: 1518 |
As you may/may not know I am working on several Spyro levels and was wondering if this was possible: For a few of the levels, I would like sparx, a dragonfly that follows spyro, to follow you. At the moment I have two of the sacktrackers from the logic pack, one horizontal, one vertical attached to the horizontal one. This means that the tracker is always behind sackboy. I have then put it one the back layer and place sparx on the front, connecting the two with a piston (to mimic sparx moving up/down whilst still. Currently, I am placing one thick layer of background, e.g. a castle wall, to cover it up but this leaves me with only two layers for game play. So... Is there a way to make the tracker invisible but still have sparx attached? Use thin gas (https://lbpcentral.lbp-hub.com/index.php?t=17247-Invisible-Walls&p=303535#post303535) as following part. It is invisible and it can go through walls. | 2010-02-13 08:41:00 Author: waD_Delma ![]() Posts: 282 |
Great idea! I completely forgot about that glitch. Will go try it out now. | 2010-02-13 08:44:00 Author: Jedi_1993 ![]() Posts: 1518 |
Or place the sacktracker module above the gameplay area attach the sensors to sparx and voil? | 2010-02-13 08:54:00 Author: Kern ![]() Posts: 5078 |
The thin gas kept dying, even after it was emmitted. Or place the sacktracker module above the gameplay area attach the sensors to sparx and voil? I tried this but the pistons went weird. They were expanding even though no-one was in the game area. | 2010-02-13 09:04:00 Author: Jedi_1993 ![]() Posts: 1518 |
Then you should put it on a glass track with dissolve to stop it moving... | 2010-02-13 09:07:00 Author: Kern ![]() Posts: 5078 |
Tried it again and the weird thing didn't happen! It works great, it shakes a lot, but sparx was always doing really erratic movements in the game anyway. Thank you for the help! (Close thread) | 2010-02-13 09:27:00 Author: Jedi_1993 ![]() Posts: 1518 |
The thin gas kept dying, even after it was emmitted. If you still want that gas you can get it also from my glitch collection. Search only by my PSN and you find it. | 2010-02-13 11:03:00 Author: waD_Delma ![]() Posts: 282 |
I think the thread can be locked now | 2010-02-13 11:05:00 Author: Kern ![]() Posts: 5078 |
I think the thread can be locked now What happens then? Does a Mod come in and just get rid of it? Mesa noobish | 2010-02-15 21:45:00 Author: Emogotsaone ![]() Posts: 1030 |
Yes, If a Mod see's it fit to be locked he or she. will come and lock it via a mod control panel. | 2010-02-15 21:48:00 Author: Kern ![]() Posts: 5078 |
Hmmm... Do they have a Blow to Smitherines button? | 2010-02-15 21:56:00 Author: Emogotsaone ![]() Posts: 1030 |
I think Supersickie does... | 2010-02-15 21:59:00 Author: Kern ![]() Posts: 5078 |
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