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Some creation game technical questions.

Archive: 5 posts


Hello everyone, I've been trying to figure out some things. I've been experimenting for almost an hour now and hopefully, you guys can help.

I'm trying to make an interactive detective story level. I'm trying to figure out how I can set up buttons for each item in the level. For instance, if the character is near a television, and he needs to turn it on, how can I make it so that he can turn it on with the O button on the controller? Without having to ride in a controllinator. Basically, I need this type of logic so the character is able to interact by pushing a certain button on the controller just by being near the object. Any idea that would help me figure this out would be greatly appreciated.

Also, is there any way I can make the player summon a target sight that would serve as a targetting reticule just by pushing a certain button on the controller too? I'm trying to give the player some type of gun that he can shoot enemies with. I'm not really fond of the creatinator helmet.

Thank you in advance and have a nice day.
2011-01-23 16:55:00

Author:
Whitemon
Posts: 57


I'm not sure how tags work, but I imagine you could work out some way for Circle to trigger things with a specific tag, give each item a proximity sensor, and AND it together with the tag logic so you can only activate something if you're close to it.2011-01-23 17:37:00

Author:
Unknown User


Set the controllinator's for each object to respond to the nearest player and run it through an AND gate with a player sensor so the player has to be right in front of the tv to push the button.2011-01-23 18:08:00

Author:
Sehven
Posts: 2188


Thanks guys. I think I know what you both are saying and it makes sense on how I can build them. And they were tremendous in helping me figure out how to do it. But don't I have to have a controllable sackbot to be able to do that? Since the "closest player" option is only available on the Receiver controllinator. That would be no problem since I know how to make the sackbot fully controllable.

But the problem lies in when they die. I have no idea how I can make the player respawn as that same sackbot without the player knowing they were controlling one. If possible, if I were to use a controllable sackbot, I'd rather not let the player know that they were controlling a sackbot instead of their original sacks. I'm thinking I can do this with the use of emitters and a "Loading Screen" to mask the point when they respawn and get on in the sackbot. But I'm not sure how to do that also with 4 players playing.

Thanks again!
2011-01-23 18:49:00

Author:
Whitemon
Posts: 57


Oh nvm, I figured it out! It seems I didn't need a controllable sackbot to activate the controls. My mistake. I added the toggle logic together with the And logic so I can turn the TV on and off with the O button.

Thanks again!
2011-01-23 19:54:00

Author:
Whitemon
Posts: 57


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