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Inverted "On Impact" Sound Object Behaviour

Archive: 6 posts


I've come across a jump boost glitch and I'm using it in my second CyberFox level. Basically it's a block of material that causes sackboy to jump twice as high. What I wanted to happen was a sound to play as soon as sackboy leaves the material, to make it sound as if something special is happening. But the "On Impact" behaviour of a sound object activates when sackboy lands, not leaves. At the moment I'm using an inverted prox switch with a finely tuned radius to trigger the sound, but the sound doesn't play back properly with multiple players - just wondered if anyone had any other method.2010-04-21 18:25:00

Author:
Holguin86
Posts: 875


At the moment I'm using an inverted prox switch with a finely tuned radius to trigger the sound, but the sound doesn't play back properly with multiple players - just wondered if anyone had any other method.

Probably not possible with 3+ players, but you might be able get it to work with two by having two sensor switches which both trigger the sound, and have one set to "Require All" and one not.
2010-04-21 18:36:00

Author:
Aya042
Posts: 2870


Or just one switch set to require all. Then if any player leaves its radius (by jumping), it'll trigger the sound.2010-04-21 19:04:00

Author:
Sehven
Posts: 2188


Or just one switch set to require all. Then if any player leaves its radius (by jumping), it'll trigger the sound.

Ah, but with two sensors, you also trigger the sound when the second player leaves the radius in a two-player game.
2010-04-21 21:24:00

Author:
Aya042
Posts: 2870


Right. Can't believe I didn't think of that. But in a four-player game, there wouldn't be a way to have the second and third players make a sound: only the first to jump and the last (if the others are still in the air) would make sounds. There's gotta' be a way to work around that.2010-04-21 22:11:00

Author:
Sehven
Posts: 2188


I think to get it completely right you'd have to use a pretty hefty piece of logic, for it to work with any number of players. And as I'm using the "anti-grav booster" quite a lot in the level the system needs to be simple to save on thermo. To be honest it wasn't really that noticeable - no-one I've had in playtesting has noticed it. In fact, I think it would be impossible to have the sound play accurately for any more than two players, due to the limitation of the settings on the prox switch.2010-04-21 22:43:00

Author:
Holguin86
Posts: 875


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