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#1

Need Help On a Few things

Archive: 4 posts


1. Can I make a Sackbot indestructible to hazardous materials? I would like to kill him using the projectile sensor instead, aka multiple number of hits like I can do with a Paintinator.

2.When I use a Controllinator to enter the body of a Sackbot, can I get a computer Sackbot to still be hostile towards it?

3. When a Sackbot is left, I need the Emitter to emit left, but when he turns right, it needs to emit right... triggered by Sackboy being in the proximity. It seems since the Proximity Trigger can only be a full circle, or partial degrees of a circle facing upwards.

4. What would be the best way to get a Zombie Sackbot to look like it's biting and killing my player when it comes near? I did a pretty good job on one of my ideas so far, but my problem is the emitter in #3.

5. Any way of getting a Gun/Paintinator to work like a Creatinator?

6. Last question. Any way of adding and programming a player's brain/chip so I can have a player die to a number of Paintinator hits for instance?
2011-01-20 07:40:00

Author:
Gheta
Posts: 6


1. Can I make a Sackbot indestructible to hazardous materials? I would like to kill him using the projectile sensor instead, aka multiple number of hits like I can do with a Paintinator.
Nope, you can only use the water projectile if you want to kill sackbot that way. You could create your own projectile, place a tag on in, and use an impact sensor (with tag) as well.

2.When I use a Controllinator to enter the body of a Sackbot, can I get a computer Sackbot to still be hostile towards it?
I'm a little confused by this question. Are you attaching the controlinator to the sackbot directly, or using a Transmitter/Receiver set up?

3. When a Sackbot is left, I need the Emitter to emit left, but when he turns right, it needs to emit right... triggered by Sackboy being in the proximity. It seems since the Proximity Trigger can only be a full circle, or partial degrees of a circle facing upwards.
You can change the orientation of the Player Sensor before you place it using the right joystick. The top of the sensor defines the bisector of the angle.

4. What would be the best way to get a Zombie Sackbot to look like it's biting and killing my player when it comes near? I did a pretty good job on one of my ideas so far, but my problem is the emitter in #3.
Experiment with the Sixaxis controls or behavior recording until you get something you like, then activate that behavior with a Player Sensor. Hopefully my answer to question 3 will help you with this as well.

5. Any way of getting a Gun/Paintinator to work like a Creatinator?
I don't understand this question, are you asking whether you can tweak the paintinator to emit other objects? The answer to that is no. You can set your Creatinator to emit paintballs though.

6. Last question. Any way of adding and programming a player's brain/chip so I can have a player die to a number of Paintinator hits for instance?
Not directly. You can, however, set up an invisible hologram material and attach a Follower with a Minimum Detection Range of 0. It will follow a sackperson around like glue. You could then place an emitter on that hologram that would briefly emit an electricity, plasma, gas, or fire object onto sackboy when you want to kill him. It gets very tricky, however, if you try this method with more than one player as the followers can get confused and follow another player.
2011-01-20 15:39:00

Author:
RoharDragontamer
Posts: 397


Nope, you can only use the water projectile if you want to kill sackbot that way. You could create your own projectile, place a tag on in, and use an impact sensor (with tag) as well.

I'm a little confused by this question. Are you attaching the controlinator to the sackbot directly, or using a Transmitter/Receiver set up?

You can change the orientation of the Player Sensor before you place it using the right joystick. The top of the sensor defines the bisector of the angle.

Experiment with the Sixaxis controls or behavior recording until you get something you like, then activate that behavior with a Player Sensor. Hopefully my answer to question 3 will help you with this as well.

I don't understand this question, are you asking whether you can tweak the paintinator to emit other objects? The answer to that is no. You can set your Creatinator to emit paintballs though.

Not directly. You can, however, set up an invisible hologram material and attach a Follower with a Minimum Detection Range of 0. It will follow a sackperson around like glue. You could then place an emitter on that hologram that would briefly emit an electricity, plasma, gas, or fire object onto sackboy when you want to kill him. It gets very tricky, however, if you try this method with more than one player as the followers can get confused and follow another player.



For number 2, I'm doing the Transmitter/Receiver set up to control a Sackbot, but I want another Sackbot to be hostile towards the one I'm controlling.
2011-01-20 17:55:00

Author:
Gheta
Posts: 6


For number 2, I'm doing the Transmitter/Receiver set up to control a Sackbot, but I want another Sackbot to be hostile towards the one I'm controlling.

I'm not answering because I'm not sure. I don't think you can make any sackbot hostile to another sackbot ever. You can only make a sackbot hostile to a player. However, you CAN set the "hostile" sackbot to follow a tag, and place the correct tag on your remote control sackbot. If you don't want it hostile until you take control of the sackbot, connect the PS button output of the sackbots controlinator to the tag that your hostile sackbot follows. When you are out of the seat the tag is turned "off" so your hostile will ignore it. Once you enter the seat, viola, aggressive sackbot!
2011-01-21 00:08:00

Author:
RoharDragontamer
Posts: 397


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