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#1

Impact Sound Trigger and Gas

Archive: 10 posts


Hello, I am in need of help.

I have some deadly gas, and I want it so that a sound is triggered when the player(s) die(s) by the gas. Anyway, I thought I could easily do this by setting the sound to be triggered by "impact" and putting the sound object on the gas. The few times I tested however, no luck. Is it possible to do it this way?

I guess my alternative solution is to put a bunch of motion sensors and set up a device that would trigger the sound when each motion sensor is activated. This wouldn't really be hard, but it could be tedious and not as accurate as I would like.

So, can the first method work or do I have to go to my alternative. Or, is there a better solution? Thanks in advance!
2010-08-12 00:39:00

Author:
Unknown User


There are easy ways to do it depending on the shape of the gas.

Is it just some gas at the bottom of a rectangular pit, or something more complex?

You could use a rectangular sensor area by using two 90-degree sensors and an AND switch, like this:

http://i997.photobucket.com/albums/af98/HumveeMaster/RectangularSensorArea.jpg

[Read more about it here (https://lbpcentral.lbp-hub.com/index.php?t=31753-Logic-Workshop&p=554548#post554548), if it could be what you need]

You could also just have one upside-down sensor with a 180-degree radius that rests above the gas.
2010-08-12 00:47:00

Author:
Incinerator22
Posts: 3251


Sweet, that might work and that other stuff in the link is great. That randomizer should be much better than mine. Anyway though, the gas I'm using is a circle and you're inside of it so I don't know if that complicates things. Either way, sounds like I have to use motion sensors, so thanks for the help.

EDIT: Ok, I don't think that device above will work, so I guess I'll just place a bunch of motion sensors in between the inner and outer radius of the hollow sphere gas.
2010-08-12 00:56:00

Author:
Unknown User


IF the top of the hazardous gas is flat make a sensor upside down with a trigger radius of 180 degrees facing downards. Then link it to the sound and then it is a case of perfecting the location of where the sensor node is to activate the sound just before you go into the gas 2010-08-12 02:21:00

Author:
AssassinatorRFC
Posts: 715


Anyway though, the gas I'm using is a circle and you're inside of it so I don't know if that complicates things.

Oh, in that case, you can put a motion sensor in the center and invert the output, so it becomes active when the player leaves the circle inside the gas.
2010-08-12 11:48:00

Author:
Rogar
Posts: 2284


The reason the "On Impact" sound does not work is because the death area around gas is slightly larger than its actual area, so the player dies before coming into contact with it. One way to remedy this (I think) is to place a piece of thin DM that's invisible with the attached sound object, right on this border. Hopefully the player hits this invisible piece of DM and triggers the sound, and also dies.

Alternatively, you can use an upside-down prox switch placed just above the layer of your gas, with 180 degrees angle radius.

EDIT: Wow, I just read the thread after posting and realised my original post was completely pointless.

What I would suggest instead, for this circular piece of gas, is to simply stick a prox sensor directly in the middle and tweak its radius so it just surrounds the edge of the gas.
2010-08-12 13:24:00

Author:
Holguin86
Posts: 875


Oh so easy. Take a motion sensor and make the range so that it is slightly above gas then hook it up to sound and done!2010-08-12 14:56:00

Author:
extreme2fl
Posts: 86


Awesome. The prox switch in the center worked like a charm.

Thanks for the help everyone.
2010-08-13 00:43:00

Author:
Unknown User


Oh, in that case, you can put a motion sensor in the center and invert the output, so it becomes active when the player leaves the circle inside the gas.

Thats what I would have done.
Just one sensor switch in the middle of the gas set to Off/On or One Shot and inverted.
Im guessing the speaker is on the gas its self so set the radius of the sensor to its maximum, then if you die on the gas leaving the switch radius the speaker will sound and be heard, if you just walk out of the switch radius then youll be too far away to hear the speaker sound.

If theres a chance you can die close to the gas and still here the speaker, then maybe Have an AND switch with a second sensor with just the rough radius of the shape.

If its a circle then fair enough, a single Sensor Switches radius could fit the shape perfectly.
But using multiple switches to get a sensor radius accurate to the shape is a bit fiddly and cumbersome.
2010-08-13 16:32:00

Author:
oLMCo
Posts: 96


The reason the "On Impact" sound does not work is because the death area around gas is slightly larger than its actual area, so the player dies before coming into contact with it.

The On Impact setting doesn't work on gas because -- it's gas, and things go straight through it.

If what you said was true, objects would work, but not sackboy. Objects don't work either.
2010-08-13 16:41:00

Author:
Incinerator22
Posts: 3251


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