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LBP2 Explosion Question

Archive: 16 posts


In that Little Big Planet 2 Community Jam video, in the level B.A.D.A.S.S., when you destroyed the enemy ships, they exploded with 4 little extra flames spurting out on destruction.
So my question is, how do you make things emit when the object is destroyed?

:SH:
2010-07-07 15:10:00

Author:
ThePineapplizer
Posts: 769


There is a new switch that will destroy whatever it's attached to when turned on, I guess it could also have an outgoing trigger that fires off stuff to do as it is destroyed.2010-07-07 16:14:00

Author:
Vertrucio
Posts: 119


It's simple, just some emitter work and an inverted magnetic key that's turned on whenever the object is destroyed.

It's been done in LBP1 in some sort of level involving bug splattering.
2010-07-07 17:39:00

Author:
SLS10
Posts: 1129


It's simple, just some emitter work and an inverted magnetic key that's turned on whenever the object is destroyed.

It's been done in LBP1 in some sort of level involving bug splattering.

You wouldn't be able to attach the switch or emitter to the object being destroyed though... otherwise they would also be destroyed. Unless of course you made them emit somehow a fraction of a second before the explosion.
2010-07-07 17:57:00

Author:
Weretigr
Posts: 2105


You wouldn't be able to attach the switch or emitter to the object being destroyed though... otherwise they would also be destroyed. Unless of course you made them emit somehow a fraction of a second before the explosion.

There is a destroy switch, which probably has an output that can be wired to an emitter.
2010-07-07 18:32:00

Author:
Tyler
Posts: 663


This is a quote from the New Tools, Features, and Updates in LBP2 thread:


Have effects for emit and destroy, including:

* Explode - Note: the explosion is just aesthetic, does no damage.
* Appear / disappear - vanishes with no sound.
* Dissolve - as in LBP1
* Shrink / Grow


I think this is what you are seeing - it's a tweak for emitters
2010-07-07 19:01:00

Author:
Fancy_Zombie
Posts: 226


u could have it so that when it gets hit that it does turn on the distroy switch but turns on a one shot for the emiter.
then have a mag key on the thing that got emited to turn on the destroy switch (think it through lol)

this is the same like in lbp 1 i guess

were u atach a brain to what u want to distroy then hook it up to a one shot mag switch...
put a... paintinator switch on it and put it to one shot.
now wire it to and emiter that emits the explosion effect then put a mag key on the
effect so it turns on the one atached to the brain... if u get what im saying
2010-07-07 20:24:00

Author:
Photon Man54
Posts: 47


You could just ask Gruntos how he did it seeing that he made the level. 2010-07-08 07:41:00

Author:
Syroc
Posts: 3193


It's really simple, it's just the hologram material being emitted. There is an impact switch connected to the destoyer, so when it gets hit it explodes...and then that same impact sensor is also connected to the emitter. You can just wire the impact sensor straight up to both because you want the explosion and the flashes appear at the exact same time anyway No other parts needed!2010-07-08 13:30:00

Author:
jackofcourse
Posts: 1494


Oh thats cool! And all i need to do is like, add the Mover orb to it and maybe something that rotates it (Gyroscope?) and ill be set!
Thanks!

:SH:
2010-07-08 13:36:00

Author:
ThePineapplizer
Posts: 769


Oh thats cool! And all i need to do is like, add the Mover orb to it and maybe something that rotates it (Gyroscope?) and ill be set!
Thanks!

:SH:
the Gyroscope keeps the object strait... you get what I mean? it might be the tool for it but im not sure, just thought i'd point that out to you.
2010-07-13 12:19:00

Author:
huntedstorm
Posts: 488


Wait, what can you do to make objects spin then? Because i want these individual little bursts to spin like in the video.
And i thought the Gyroscope can change the object's sway? Like, make it sway more for that Electric Bee.

:SH:
2010-07-13 12:59:00

Author:
ThePineapplizer
Posts: 769


The gyroscope is basically gyroscopic stabilization. It can help keep your object pointing in one absolute direction (up always stays up). You can also think of it as something that adds the ability for your creation to balance or upright itself if it gets knocked over. From what's been shown, you can set the gyroscope to either be stiff, like gev's UFO video, or to have some leeway, such as with the little firefly shooter vehicle you see in E3 videos.

There is a separate rotator mover that has inputs for rotation.
2010-07-13 13:07:00

Author:
Vertrucio
Posts: 119


Jack is right (and might need to check the level to see if my memory is correct, it's generally bad)

There are bullets now in the tool menu, plasma, water and fire, and a paintinator like switch for the bullets. This was set to one hit and attached to a destroy switch and the emitter. The destroy switch was set to explode. The emitter shoots out holographic material really quickly at a low lifetime, I think it was set to grow on emit and you can set emitters to 0.0 emit time now so it triggers the instant the plane is destroyed. It was Johnee that showed me how to do the explosions, I was using the old LED method at first

For the actual movement it was a mover, a sack boy tracker (the item points in the direction of the sack boys head on the actual switch, took me ages to work out why the planes were flying backwards) and an anti gravity switch.

Oh, and the paintinator switch was also attached to a point switch, giving you 100 points when they die
2010-07-13 13:11:00

Author:
GruntosUK
Posts: 1754


It was Johnee that showed me how to do the explosions, I was using the old LED method at first


It was me who told you you could use the hologram material instead of the LED's actually

(Granted, I only knew this because I heard John telling someone else 5 minutes before, but shhhhh).
2010-07-13 13:31:00

Author:
jackofcourse
Posts: 1494


I stand corrected Jack

I'm sure John made it look a whole load more awesome at some point though
2010-07-13 13:39:00

Author:
GruntosUK
Posts: 1754


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