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#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 now2010-02-13 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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