Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Everything Else LittleBigPlanet 2
#1

Question to those in the beta

Archive: 17 posts


Hello LBP2 Beta owners!

I want to ask a question as I don't have LBP2 beta myself.

I have an idea of a multiplayer battlefield level which I plan to create when I'll get LBP2 and I need to know - can sackbots be tweaked so some of them are in one team and others are in second team? I mean, is there some option that "blue" (for example) sackbots are hostile to only "red" sackbots and vice versa?

Thanks
2010-10-13 13:39:00

Author:
izhuk
Posts: 174


Well. Short answer. Yes, You can have them fighting.

Long answer, you can't tweak them to be hostile between eachother BUT you can put a blue key on the blue bots, and a red key on the red bots, and tell the blue goes to follow the red key and vise visa. This is very do-able. Whatever a sackboy can do a sackbot can. So your idea can work.
2010-10-13 14:06:00

Author:
PPp_Killer
Posts: 449


As said above, you place tags (since this how mag keys are now called) to describe the team. Best way to do it since your sackbot and it's interaction with the level might be quite advance and only involving saying "IAmBlue" via wireless logic, is by making set of wireless logic functions with same label, but different color (red team red, blue team blue), then you can make logic in evnriament react diffrently on the same wireless logic commands on the different team, for example:

Your sackbot got "Open" tag assign to some button on the pad and supposely open base door. Let's say we got Red base, red sackbot comes, activate Red tag with lable "Open", door logic see it and opens a door. Now Blue Sackbot comes and turn on that tag, but with color Blue, Door logic instead of opening the door it will throw bubble saying "************** you!"

As you can see you can make whole object oriented environment where objects react to other objects differently depending on there description
2010-10-13 14:40:00

Author:
Shadowriver
Posts: 3991


Thank you for your answers! And one more question - can you tweak Sackbots so they shoot sackbots from another team with paintinator or creatinator (if it emits hazardous object)?2010-10-13 14:47:00

Author:
izhuk
Posts: 174


Thank you for your answers! And one more question - can you tweak Sackbots so they shoot sackbots from another team with paintinator or creatinator (if it emits hazardous object)?

Well via paintanator i don't know, but creatinator you can have different shooting object for each team and different sackbot will act diffrently
2010-10-13 16:03:00

Author:
Shadowriver
Posts: 3991


i have a similar question.
I plan on having many weapons available for the player in one of my projects.
All of these weapons should be effective against the majority of enemies.
I also want some of these to have additional effects vs some targets.
I have a pretty good idea of how i'm going to try to go about it with tags and such.
Basically, i'd just like some confirmation that this can indeed be done before i get too involved with theoretical plans.
2010-10-13 16:20:00

Author:
Deftmute
Posts: 730


I'm not in the beta but that sounds very do-able. Just watch the thermo, might take up quite a bit if they react different to some weapons.2010-10-13 16:50:00

Author:
Snappyguy
Posts: 710


i have a similar question.
I plan on having many weapons available for the player in one of my projects.
All of these weapons should be effective against the majority of enemies.
I also want some of these to have additional effects vs some targets.
I have a pretty good idea of how i'm going to try to go about it with tags and such.
Basically, i'd just like some confirmation that this can indeed be done before i get too involved with theoretical plans.

It might be harder with 1 creatinator can only emit one thing, ofcorse there trick that allows to change creatinator on the fly but dinamiclly it might not work very well. With emitter, ofcorse! selector to pick a weapon, and gates on 1st input fire and on 2nd input on selected weapon and at the end emitter. Luos working even on shootem up with different weapons


I'm not in the beta but that sounds very do-able. Just watch the thermo, might take up quite a bit if they react different to some weapons.

Thermo is not a issue anymore with emiting, emitters not reserving thermo anymore, termo is taken by the objects that been emitted, when level overheats during play mode emitters simply stop functioning. You can make logic detect such situation and for example destroy all emitted objects
2010-10-13 16:51:00

Author:
Shadowriver
Posts: 3991


emitters not reserving thermo anymore

That's not entirely accurate. There is a baseline thermo for objects before they are emitted, which I assume is used to hold one instance of the object data in memory, ready to be emitted. This is less thermo than the thermo required for a single the object after it is emitted though.

Emmitter thermo is significantly improved, but it's not accurate to say that no thermo is used until the object is emitted.
2010-10-13 17:03:00

Author:
rtm223
Posts: 6497


hmm. the method i was considering was to put a tag on all of the weapons for "basic damage" which would effect the targets as 1 unit of damage. and then have another tag in addition to that with a name like "fire" or something. so that when it hit a target it would hit with a "damage" tag and the "fire" tag that would cause some FX and/or another unit of damage. Also i could maybe put some other objects that dont react to "damage" but do react to "fire". Does this sound do-able?

This is especially important for my bosses. I want them to be weak against some attacks.
2010-10-13 17:05:00

Author:
Deftmute
Posts: 730


Absolutely possible. For a moderately complex health system you will have the unit responding to several tags and the decision as to how to respond is the responsibility of the target... So yeah, you just fire tags at units and they decide how much damage is associated with that tag.2010-10-13 17:14:00

Author:
rtm223
Posts: 6497


Well via paintanator i don't know, but creatinator you can have different shooting object for each team and different sackbot will act diffrently

It is not exactly what I wanted, as then sackbots will shoot at any sackbots they see. Can't we place a tag on "blue sackbot" and a tag key on "red" sackbot and wire a tag to creatinator on "blue" one's head so when enemy enters tag detection range creatinator emits an object?
2010-10-13 17:30:00

Author:
izhuk
Posts: 174


It is not exactly what I wanted, as then sackbots will shoot at any sackbots they see. Can't we place a tag on "blue sackbot" and a tag key on "red" sackbot and wire a tag to creatinator on "blue" one's head so when enemy enters tag detection range creatinator emits an object?

sounds like a reasonable solution to me.
2010-10-13 17:53:00

Author:
Deftmute
Posts: 730


Yes, but I don't know, are we able to wire gadgets to creatinator and paintinator.2010-10-13 18:10:00

Author:
izhuk
Posts: 174


i would imagine that there must be a way to set an output to fire the creatinator that a sackbot has equipped. They can be set to other actions like jumping and so forth from what i understand.2010-10-13 18:17:00

Author:
Deftmute
Posts: 730


That's not entirely accurate. There is a baseline thermo for objects before they are emitted, which I assume is used to hold one instance of the object data in memory, ready to be emitted. This is less thermo than the thermo required for a single the object after it is emitted though.

Emmitter thermo is significantly improved, but it's not accurate to say that no thermo is used until the object is emitted.

Yeah you must admit, though, that the old system was awful. I had an object within an emitter within an emitter within an emitter within an emitter, and had set the first "max emitted" to 15. This multiplies exponentially as you go up the chain so I had to thermo-hack my level to make it work, even though it didn't REALLY use up that much thermo. In LBP2 my level would not have required the hack most probably.
2010-10-13 18:25:00

Author:
thor
Posts: 388


It is not exactly what I wanted, as then sackbots will shoot at any sackbots they see. Can't we place a tag on "blue sackbot" and a tag key on "red" sackbot and wire a tag to creatinator on "blue" one's head so when enemy enters tag detection range creatinator emits an object?

tag and tag sensor

Well ya, using control filtring:

http://www.youtube.com/watch?v=lQGsPZs35X4

You can AND gate R1 and block firing until opposite color tag is in range, you can trigger R1 via logic too
2010-10-13 18:41:00

Author:
Shadowriver
Posts: 3991


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.