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"Ping Pang Pong" ball physics
Archive: 11 posts
Ok, I'm trying to make a Arkanoid lvl. But I don't know how to make the ball bounce around the lvl like in "Ping Pang Pong" (a versus lvl in Cosmos). I've been messing with the Material Tweaker and changing the Bouncy settings, but I can't even make the ball go all the way up. | 2011-01-23 12:20:00 Author: ZackBoy Posts: 65 |
My first guess would be to throw an antigrav doohickey, set it to 100%, then watch to see if it works. | 2011-01-23 14:21:00 Author: Luminous_Reaver Posts: 70 |
Nope, Antigrav would just make it float... | 2011-01-24 01:57:00 Author: ZackBoy Posts: 65 |
Movers and Selectors. You need: A selector with 2 movers attached; one up, one down. A selector with 2 movers attached; one left, one right. 2 Impact sensors. One for walls on the left/right. One for walls on the top/bottom. Hook the impact sensors into the selector's cycle input, and viola. You should end up with a faux bounce. How it works is like this: Ball is moving UP. It hits the top wall (or paddle) and the Selector cycles, making the ball "bounce" and move DOWN. Ball is moving LEFT. It hits the left wall, and the Selector cycles, making the ball "bounce" and move RIGHT. | 2011-01-24 02:59:00 Author: alexbull_uk Posts: 1287 |
It didn't work That logic makes sense, but I think there's something missing here, because the selector always has 1 output ON even when the impact sensor is OFF. That makes the ball fly off on its own. I've hooked up to the Input cycle just like you said. EDIT: You were right... http://www.youtube.com/watch?v=GT9AHH4Enqw. It needed OR Gates though. The concept of Pong is very similar, so I can use this on my lvl as well. Thanks for the help! | 2011-01-24 03:57:00 Author: ZackBoy Posts: 65 |
Ok, I have come across another problem. How do I make the ball respawn? If I use an emitter, the ball can't be wired to the walls. On the other hand, I belive the lvl PPP has an emitted ball. | 2011-01-26 04:07:00 Author: ZackBoy Posts: 65 |
Please. Anyone? | 2011-01-27 02:50:00 Author: ZackBoy Posts: 65 |
I don't understand. How exactly is it linked to the walls? | 2011-01-27 03:04:00 Author: Daldrez Posts: 63 |
Impact sensors on the walls are connected to the OR gates inputs in the ball's microchip, activates the Selector which activates Advanced Movers. | 2011-01-27 03:06:00 Author: ZackBoy Posts: 65 |
Okay, just make two different invisible holographs with two different tags on them. Make the wall emit these when the two different things happen. Make two tag sensors to sense these tags and hook THESE up to the or gate. | 2011-01-27 03:14:00 Author: Daldrez Posts: 63 |
I'll try that, thank you! | 2011-01-27 03:16:00 Author: ZackBoy Posts: 65 |
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