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#1

Need Help Making Enemies Move

Archive: 7 posts


Don't be fooled by the simplicity of the title. This has become a very difficult problem.

I'm making a Tower Defence game and it's been going pretty well so far but I've hit a huge problem trying get to get the enemies to move they way I want them to. Here's what I need them to have:

They need to move Right, Down and Up (Left isn't needed)
They need to be able to Stop.
They need to be able to Pass other enemies.
They should be no bigger than 1 Small Grid Space in size.
They need to have; 1xPaint Switch, 1xMag Key, 2xMag Switch.
They need to be able to be Emitted.
They need to be Sturdy enough to be hit by paint balls.

It sounds simple enough but I can't figure out how to build a setup that satisfies all the of criteria.

This setup has so far been the closest I have come to solving the problem. There is only one minor problem with it, unfortunately it renders it useless. It's probably a good starting point though.
http://i875.photobucket.com/albums/ab311/SR20DETDOG/Other%20Junk/TDEnemy.jpg
1. A simple block of DM to hold the setup.
2. Pistons, set to stiff.
3. Plasma balls.
4. Spring, set to stiff and average strength.
5. 1x1 small grid circle of Disolve with a Magnetic Key.
6. Paint Switch, set to One Shot and connected to Disolve.
7. Magnetic Switch, set to On and connected to Top Piston.
8. Magnetic Switch, set to Directional and connected to Side Piston.

6, 7 and 8 are all positioned on the piece of Disolve.
7 and 8 are controlled by Magnetic Keys put onto a path behind.
Dissolve is in the front layer with everything else in the back layer.
The problem comes with emitting them. I used the DM since it can be emitted into itself, this works fine. The Plasma balls and Pistons were used so they could freely move through other enemies. While testing I placed to copies of the setup into the same place and it worked fine but when the setup is emitted the connection between the Pistons and the Plasma Balls 'catch' the connections of the other copies of the setup which causes them to pile up and stop moving.

So as usual any help would be greatly appreciated, I really want to get this out before LBP2.
Cheers
2010-07-31 03:04:00

Author:
SR20DETDOG
Posts: 2431


Interesting. I wouldn't have thought of using plasma balls like that. Do they have enough mass to keep all the pistons straight or do you run into some sagging problems? Either way, it's an inventive idea.

As for the problem, you're wanting the enemies to be able to pass each other? Like pass through each other in the same layer, but still be hittable by a paintball? I'm pretty sure that's impossible: you can material that sackboy can pass through, but I've never heard of a way of rigging materials so that other materials can pass through them and still have them able to move.

The last part of your post, you said the parts where the pistons connect to the plasma balls get stuck. I'm not sure what you mean here. Are you saying the piston connections are colliding with each other? I didn't think that was supposed to happen (I'm pretty sure my double sack tracker had piston connectors pass through each other). I remember something about piston matter becoming separated from a piston and it was solid, but I never looked into it.

How many enemies are you having appear at a time? Can you work around the problem by having the emitter move around a bit or is it essential that they all start in the same place? Can you get away with a second emitter that emits an identical version but with the cornerstones in a different layer (if there are no layers available, you could try moving them to the background glitch layers)?
2010-07-31 03:36:00

Author:
Sehven
Posts: 2188


Interesting. I wouldn't have thought of using plasma balls like that. Do they have enough mass to keep all the pistons straight or do you run into some sagging problems? Either way, it's an inventive idea.
Thankfully they work perfectly.


As for the problem, you're wanting the enemies to be able to pass each other? Like pass through each other in the same layer, but still be hittable by a paintball? I'm pretty sure that's impossible: you can material that sackboy can pass through, but I've never heard of a way of rigging materials so that other materials can pass through them and still have them able to move.
Whoops I forgot to explain that. That is what the spring is for, the pieces of dissolve bump into each other but the spring allows them to move around each other. It works surprisingly well.


The last part of your post, you said the parts where the pistons connect to the plasma balls get stuck. I'm not sure what you mean here. Are you saying the piston connections are colliding with each other? I didn't think that was supposed to happen (I'm pretty sure my double sack tracker had piston connectors pass through each other). I remember something about piston matter becoming separated from a piston and it was solid, but I never looked into it.
Yes that's exactly what I was saying. It works fine when I 'build' 2 setups, it's only when I try to emit them that they collide with each other. As you mentioned I think the piston matter is the problem.


How many enemies are you having appear at a time? Can you work around the problem by having the emitter move around a bit or is it essential that they all start in the same place? Can you get away with a second emitter that emits an identical version but with the cornerstones in a different layer (if there are no layers available, you could try moving them to the background glitch layers)?
I was think around about 10 enemies at once. And I think you just solved my problem but I'll have to wait untill I have access to my PS3 to actually test it but in theory it should work. Wish I read the whole thing before writing.

Thanks!
2010-07-31 04:07:00

Author:
SR20DETDOG
Posts: 2431


The pieces of dissolve bump into each other but the spring allows them to move around each other. It works surprisingly well.

Interesting. A very inventive solution.


I think you just solved my problem but I'll have to wait untill I have access to my PS3 to actually test it but in theory it should work.

I'm not sure what the deal with piston matter is (I've never really run into it), but I'm not positive that moving the emitter will keep it from happening. Hope it works, though. Good luck.
2010-08-01 04:20:00

Author:
Sehven
Posts: 2188


Interesting. A very inventive solution.
Thanks.


I'm not sure what the deal with piston matter is (I've never really run into it), but I'm not positive that moving the emitter will keep it from happening. Hope it works, though. Good luck.

I run into piston matter almost everytime I create, that little invisible square causes big problems for me.

I was able to mess around with the positioning today and it seems to have fixed the problem but now at full scale (not much bigger than my small scale) the pistons are starting to sag. Another side piston should fix that though.

Now the only problem is finding enough time to actually build it!
2010-08-01 09:28:00

Author:
SR20DETDOG
Posts: 2431


your solution is fine but what you need to do is destroy the entire device, joints, Dark matter, everything. Have you considered attaching the paint switch to a creature brain to pop the whole thing?2010-08-01 11:46:00

Author:
Strangepom
Posts: 445


your solution is fine but what you need to do is destroy the entire device, joints, Dark matter, everything. Have you considered attaching the paint switch to a creature brain to pop the whole thing?

Personally I hate creature brains. Not only do they use a lot of the thermo but they make that annoying noise and give out points. I could use the Destruction Device (https://lbpcentral.lbp-hub.com/index.php?t=28149-Destruction-Device) but I still prefer not to.

Since they can pass through each other it doesn't really matter whether they stay or not. As this is being used in a TD game they'll be emitted in waves so there will only be a certain amout there at any one time. This allows me to have just the actual 'enemy' part dissolvable while the rest of it will just disappear in a puff of smoke after a set time. Obviously I'll have to do a bit of testing to get the timing right but it shouldn't take to long.
2010-08-01 12:01:00

Author:
SR20DETDOG
Posts: 2431


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