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#1

How do I make these Obstacles??

Archive: 9 posts


Im puzzld as to how the series of of moving electricity platforms were made in one of the Victoria levels. Does anyone know how to do this??

Also in the Avalon levels..how does the elevator you hop in travel in those predetermined smooth lines. Idk if the orange line behind it has anything to do with it but I cant figure it out. Anyone know??
2011-01-22 14:55:00

Author:
BuildaBri
Posts: 7


If you mean the ones where the electricity goes around the edge of the platforms as far as i can tell its done using sequencers and movers.

The actual beam of electricty is several pieces of holo(which have been electrified) with microchips on them containing:

1 Sequencer(which has):
4 x movers(depending on the pattern of the block e.i. how many turns are needed)
1 x anti-gravity tweaker

I'm not positive this is how it is done but ill go test it now and post back

Also i think its the same thing with the elevator.
2011-01-22 15:02:00

Author:
Monkey!
Posts: 46


Ohh yes I forgot about the hologram material...thanks! Im eager to see if it worked.2011-01-22 15:05:00

Author:
BuildaBri
Posts: 7


Ok so i was partly right.

I'll try to put some pictures up later but for now ill explain best i can.

Firstly keep in mind that the settings for the sequencer and movers will depend on the length of the path you want the block to follow.

1: The path i made was created while having the "Big" grid setting on its 7 by 3 blocks.

2: Create a piece of hologram and make it slightly bigger then the default block size.

3: Place a microchip on it with
1 x Battery(Plug into the Sequencers start/stop input)
1 x Sequencer(Timer per stripe: 2.0 seconds)
4 x Mover(Max speed: 2.0)

Set up the Sequencer like so:

http://i1199.photobucket.com/albums/aa468/monkeyofcode/Pic_0123_134.jpg

The values for each battery are:
100% for the 1st battery(This will make the first mover go right)

-100% for the top 2nd battery(This will make the 2nd mover go down)
100% for the bottom 2nd battery(This is used to change which mover is active without this each mover tries to keep the object still when its inactive)

The 3rd battery top and bottom are set the same as the 2nd(This makes the 3rd mover move left)

100% for the 4th battery(And this one makes the 4th mover go up)

Note: The size of the 1st and 3rd column of batteries are 4 increments using up from the default size. The 2nd and 4th column are default size.

Ok now for the Movers:

Here is how it looks its a little cramped but ill try to explain it:

http://i1199.photobucket.com/albums/aa468/monkeyofcode/Pic_0123_135.jpg

So plug the 1st battery into the 1st Movers Left/Right input and its on/off input

Plug the top 2nd battery into the 2nd Movers Up/Down input
Plug the 2nd bottom battery into the 2nd Movers on/off input

Plug the top 3nd battery into the 3nd Movers Right/Left input
Plug the 3nd bottom battery into the 3nd Movers on/off input

Plug the 4st battery into the 4th Movers Left/Right input and its on/off input

That looks like it for it to work

Video of it working:


http://www.youtube.com/watch?v=OGF4PmvgLzQ

Quality is lame(Phone cam ftl )
2011-01-22 15:28:00

Author:
Monkey!
Posts: 46


Thanks so much man..GREAT explanation.2011-01-22 17:56:00

Author:
BuildaBri
Posts: 7


No problem if you want to know how other objects work send me a PM or post in this thread Item Recreation (https://lbpcentral.lbp-hub.com/index.php?t=44723-Recreating-Objects-from-Story-and-Custom-levels)

And I'll try my best to help out
2011-01-22 18:50:00

Author:
Monkey!
Posts: 46


Very nice approach! I was doing something similar with trying to make a box follow a predefined path, but came up with a totally different solution.I want to be able to simply drop my moving boxes into any level without having to reprogram and tweak the movement.

What I did was made a flat square of holo material just smaller than my box. Then, on each side I glued another small piece of holo material so that my holo square is now the same size as my box. On each of those pieces I placed an impact sensor set to detect touch, and require a tag.

I then programmed it so that the logic for left/right, and up/down were each on their own circuit. That way if I hit one of the borders of my path going left, I know it needs to switch to either up or down. Then I select the direction that does not have an impact sensor on the edge of my path.

So now, any time I make a level, I can just lay down a square of holo material, cut out the path I want, and place tags on it. Then it's just a matter of setting the starting direction and speed of my mover, designing a "body" to bolt on top, and placing it on the level. With this I no longer need to reprogram movement each time
2011-01-22 19:40:00

Author:
tdarb
Posts: 689


Very nice approach! I was doing something similar with trying to make a box follow a predefined path, but came up with a totally different solution.I want to be able to simply drop my moving boxes into any level without having to reprogram and tweak the movement.

What I did was made a flat square of holo material just smaller than my box. Then, on each side I glued another small piece of holo material so that my holo square is now the same size as my box. On each of those pieces I placed an impact sensor set to detect touch, and require a tag.

I then programmed it so that the logic for left/right, and up/down were each on their own circuit. That way if I hit one of the borders of my path going left, I know it needs to switch to either up or down. Then I select the direction that does not have an impact sensor on the edge of my path.

So now, any time I make a level, I can just lay down a square of holo material, cut out the path I want, and place tags on it. Then it's just a matter of setting the starting direction and speed of my mover, designing a "body" to bolt on top, and placing it on the level. With this I no longer need to reprogram movement each time

Yeah after i posted this i went back and played with a little and ended up with something similar. But i had problems with the tag sensors not being aligned properly on each block because the blocks were a tad bigger then default the grid wouldn't centre them either. With your idea of gluing the pieces of holo to a default size one that will be solved so ty for that
2011-01-22 19:45:00

Author:
Monkey!
Posts: 46


oh, instead of tag sensors you may try impact sensors. that way they can just feel their way along the edge of the track.2011-01-22 23:44:00

Author:
tdarb
Posts: 689


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