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#1

Questions on the sackbot.

Archive: 23 posts


Ok I'm wondering if the beta testers can answer the following on sackbots:

Can another sackbot "kill" another sackbot or make it look like it did.

Can a Sackbot dissapear instantly and reappear ( maybe using logic or emitters)?

Can a sackbot do some cool visiual "attacks" of some sort like a super punch with his actual hand using lets say holographic material and a recorded movement?

Oh and a side question: can the fog that the smoke machine produces be shaped or does it just spread out and theres nothing poor sackboy can do about it?

Answers will be much appreciated!!!
2011-01-13 18:48:00

Author:
Hakz01
Posts: 52


Yes, you can definitely have one sackbot kill another... you could either have them actually kill each other (by firing missiles at each other, for example) or you could rig them up to get destroyed when certain conditions are met. (For example, when they sense that they've been punched a certain number of times by another sackbot.)


You can do the disappear and and reappear thing, I'm sure... but I can't think think of a simple way. Maybe by using the true teleportation I've heard about?


Yeah, you've got the right idea on punches -- you want to animate the sackbot and then use holographic material for things like hit detection. (I use visible holographic material for special effects, and invisible holo material for hit detection.) After playing around with the recording function on sackbots for a bit, I've decided it's much more time-efficient to just animate them by logic, using controllinators. I'll be posting up computer chips demonstrating how to do this when the game releases.


Not sure about smoke machines. Still have a LOT of experimenting to do


Hope that helps,

Alex
2011-01-13 19:02:00

Author:
Alic
Posts: 81


Can another sackbot "kill" another sackbot or make it look like it did.

Yes by destroyer, or you can fall him down with rotator


Can a Sackbot dissapear instantly and reappear ( maybe using logic or emitters)?

Ofcorse trick is that 2 sackbots can have remote controllinators set to same color frequency, so you can even switch sackbot that you want to control, but disabling one and enabling another


Can a sackbot do some cool visiual "attacks" of some sort like a super punch with his actual hand using lets say holographic material and a recorded movement?

Ofcorse you can. looks like you didn't seen gevurah22 beta levels videos his master in this stuff currently. It;s all about amitting holograms and liting them up, you can allso attach holos to sackbot by follower or bolt trick


Oh and a side question: can the fog that the smoke machine produces be shaped or does it just spread out and theres nothing poor sackboy can do about it?

It can be spread or have chimney effect when you add speed on one direction
2011-01-13 19:48:00

Author:
Shadowriver
Posts: 3991


Yes by destroyer, or you can fall him down with rotator



Ofcorse trick is that 2 sackbots can have remote controllinators set to same color frequency, so you can even switch sackbot that you want to control, but disabling one and enabling another



Ofcorse you can. looks like you didn't seen gevurah22 beta levels videos his master in this stuff currently. It;s all about amitting holograms and liting them up, you can allso attach holos to sackbot by follower or bolt trick



It can be spread or have chimney effect when you add speed on one direction

thanks sackfolk!! about the smoke machine basicaly I want to kind of cover a sackboy in it and then implament the disappearing technique so it looks like he dissapeared in fog! its all for something i have planned and the sackbot in question will be a actor/playable character.
2011-01-13 21:51:00

Author:
Hakz01
Posts: 52


Where dissolve destruction effect generate the smoke ;]2011-01-14 04:39:00

Author:
Shadowriver
Posts: 3991


Where dissolve destruction effect generate the smoke ;]

me no understandy? LOL sorry didn't catch that
2011-01-14 05:00:00

Author:
Hakz01
Posts: 52


I needed the same question thanks,2011-01-14 06:02:00

Author:
TiKiTaKa
Posts: 50


me no understandy? LOL sorry didn't catch that

There detraction effects that can be picked in destructor (gadget that destroys object), one of them is dissolve that change object in to (usually white) smoke ;]
2011-01-14 14:07:00

Author:
Shadowriver
Posts: 3991


I have a question if its ok to ask , Can sackbots walk through gas ? 2011-01-14 14:58:00

Author:
ghostrider135
Posts: 259


Can you put a paintinator switch on a sackbot so that if you shoot him enough times (say: 3), he dies?2011-01-14 15:29:00

Author:
VincentVendetta
Posts: 111


I have a question if its ok to ask , Can sackbots walk through gas ?

no. not any more.


And to answer the OP.

You'll have to use the new tools to do that. emiters (there are new features on those), movers, the destroyer, and other stuffs.

its quite simple to do this in fact
2011-01-14 15:40:00

Author:
a_mailbox
Posts: 416


I have a question if its ok to ask , Can sackbots walk through gas ?

Not sure, but i think no. I will check it since beta client still working


Can you put a paintinator switch on a sackbot so that if you shoot him enough times (say: 3), he dies?

Yep, all surface sensors works correcty on sackbot, including what is interesting sticker sensor ;]
2011-01-14 15:47:00

Author:
Shadowriver
Posts: 3991


As I'd rather not start an entire thread for this small question I shall post it here, hope that's ok

Could I hook up say triangle to change your sackbot's costume but only if you are in mid air, then have low gravity until you touch a surface at which point gravity returns to normal and the costume changes back automatically?
2011-01-14 16:24:00

Author:
RAWTalent
Posts: 224


As I'd rather not start an entire thread for this small question I shall post it here, hope that's ok

Could I hook up say triangle to change your sackbot's costume but only if you are in mid air, then have low gravity until you touch a surface at which point gravity returns to normal and the costume changes back automatically?

you can't change the sackbot costume in play mode the way you want it to. but the grav thing you want is possible!!!

just use a combo of impact sensors, timers, and anti-grav switches, and your good!!!
2011-01-14 16:36:00

Author:
a_mailbox
Posts: 416


ok what if I was to delete the current sackbot and emit one in the other costume in it's place and then delete and emit another upon landing?2011-01-14 17:49:00

Author:
RAWTalent
Posts: 224


ok what if I was to delete the current sackbot and emit one in the other costume in it's place and then delete and emit another upon landing?

I think a_mailbox didn't think deeper ;] it is possible in mid air if you make hologram following the sackbot and upon removing emit new one. You could also try to emit new sackbot before removing old one and placing that emitter inside old sackbot. This way i believe you might keep current physical parameters so after change sackbot may fly as it parent did ;]
2011-01-14 18:39:00

Author:
Shadowriver
Posts: 3991


Sounds logical, now I know it'll work waiting to get my stick mits on it is gunna be harder 2011-01-14 18:44:00

Author:
RAWTalent
Posts: 224


Don't try to emit the new sackbot from inside the old sackbot, it will not emit infinitely. The hologram with an emitter does work.

I'm not sure if you can get the transformation to go smoothly enough, though. I recall newly emitted sackbots check out their outfit (like your sackperson does when you change costumes), and I don't know if there's a way around it. My experiments were a loooong time ago though, so maybe things are different now.
2011-01-14 18:44:00

Author:
Rogar
Posts: 2284


I think I read somewhere that the "new costume" anim was a bug and Mm would fix it for final release, not sure though, finger crossed.2011-01-14 18:52:00

Author:
RAWTalent
Posts: 224


I think a_mailbox didn't think deeper ;] it is possible in mid air if you make hologram following the sackbot and upon removing emit new one. You could also try to emit new sackbot before removing old one and placing that emitter inside old sackbot. This way i believe you might keep current physical parameters so after change sackbot may fly as it parent did ;]

i did think of this (i use the same thing for my (now ex) rpg level when you change the weapon).

I was just going for a more litteral statment. but yes you sir are right!

ps: the sackboy checking clothing is gone now i think. I think it was gone by update 1.02 (hated and loved that update at the same time)
2011-01-14 23:55:00

Author:
a_mailbox
Posts: 416


Want a sure sign that I have been paying waaaay too much attention to this game? I didn't have the beta and could have answered all those questions.

I really need to get a life...or this game. Whichever comes first.
2011-01-15 00:39:00

Author:
Biv
Posts: 734


LOL I like that I started a Q&A thread. I say a Sackbot master opens up a sackbot cafe so people can find what they mostly or relatively need.... . ahhh micro chips are the thing of LBP future now people can give logic away like a cup of coffee.2011-01-15 03:09:00

Author:
Hakz01
Posts: 52


i am making a level currently and i need to know how to make a sackbot dissappear when slapped.
either reply here or send me a psn message
my PSN ID: Bobzilla26
thanks
2011-01-21 03:15:00

Author:
Unknown User


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