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#1

re-setable dissolving swing hook, how to make?

Archive: 8 posts


http://www.youtube.com/watch?v=E-WqLA3ZCD0&feature=related

4:21 in this video, there are swings kept in place by attachments that break when the swing is grabbed, they seem to return if you die by falling, how would this be made?

I need this exact thing for a swing like this in a room i'm making, i've fashioned a random string/wood/elastic contraption which works pretty well allthough its a one shot thing so if the person doesn't make it up then game over. I obviously need to change this and this seems like the perfect idea. (what i had in mind originally though i couldn't figure out how to make it.)

cheers.
2010-09-02 12:25:00

Author:
Epicurean Dreamer
Posts: 224


my guess is you have a sackboy senser and an emitter pointed in the right spot when you grab it and die the swinging hook is actually on dark matter.but that's just a theory.2010-09-02 13:53:00

Author:
Lgjoka2002
Posts: 538


After a bit of thinking i think i've figured it out!
First you need to learn a bit about de-emitting and re-emitting just search through rtm223's levels to find it.
next i can say how that guy made it reset!
At the bottom of the pit there's a proximety switch which when activated de-mits then re-emits the swinging branch!
Simples!
2010-09-02 14:16:00

Author:
djpokeboy
Posts: 31


Well, simply, the sponge is connected to dark matter and dissolve on darkmatter. there is a grabswitch that dissolves the dissolve. cepture it then make an emmiter thats set to make a max of one emited at a time (use left stick to get between 0-5.) and it never goes away. (press left intill the sideways 8 shows.) then attach a switch to the emiter (ONESHOT works best) and rember that DM cant block DM from emiting.
i can make a tec level if you dont understand
2010-09-02 22:22:00

Author:
Unknown User


wicked thanks for the replies, very interesting actually, i've obviously got allot to learn about creation lol (working on my first level).

I'm gonna go and try put something together, i'll come back shortly and tell you how it went, i may be asking for that tech level

cheers, Dreamer.
2010-09-03 00:13:00

Author:
Epicurean Dreamer
Posts: 224


if you want 2 usable grabbing devices. you could have an emitter barely past the point of where you would grab the thing hooked up to a sensor switch, that way another one would appear after the previous one has took off if that's what you want.2010-09-03 00:37:00

Author:
Innovation87
Posts: 49


got it sorted now, really easy to make actually, now i'm in the process of making a custom teleporter, I've got the basic jist down and made one with a grab switch, now though i'm quite intent on making a 'grabless' teleporter, i presume its possible, one involving a motion sensor or something similar that triggers the emmiter e.t.c.

The problem i have is getting the teleporter to 'speak' to a checkpoint, its a one way thing i'm making, a one way trip to another point in the level, a place you would have passed by already to which i don't want the checkpoint activated when u first pass by it. Is it possible to have the teleporter switch linked to an emmiter that emmits the checkpoint you'r going to port to? i think not probably.

anyway, i digress, what i want most help on is finding out if its possible to make a teleporter that triggers without having to grab anything, i.e. is there any way of connecting a porter to a checkpoint without using a grabswitch or anything you have to grab?

cheers!
2010-09-03 13:33:00

Author:
Epicurean Dreamer
Posts: 224


prox switch connected to your telelogic and new checkpoint.2010-09-05 08:33:00

Author:
TheAdipose
Posts: 533


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