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[Boss] Anubis, Lord of the Dead

Archive: 7 posts


I'm currently making a boss appropiately called Anubis for my egyptian pyramid level. Right now I'm trying to set the first phase of his fight to work the way I want it to. However, lo and behold! I am not a bright person when it comes to logic.

The first phase will involve his fists, which are in the middle layer before the fight starts, pop out to the front layer, and then move upwards, over the sackboy. It'll track the player for about 4 seconds before slamming down where the sackboy is. I've gotten everything to work except for the slamming down part.

Right now it's currently only falling back down again, instead of slamming down. I've used a Mover and Anti-Gravity Tweaker to move it up and reset the Anti-Gravity on the material after 4 seconds has passed for it to go back down. How do I achieve a SLAM effect instead of a boring drop effect?

P.S

I almost forgot my other problem! As any other being, he will have two hands, which will run into each other constantly when tracking the player. How do I make them have at least a set distance from each other? And will they follow one sackperson each if there are more than one?
2011-01-23 18:44:00

Author:
Archideas
Posts: 88


Anyone have any solution at all? I'm still stuck at this problem. :/2011-01-24 22:05:00

Author:
Archideas
Posts: 88


An activated Mover perhaps? With increased acceleration, so it won't appear to fall down.

I read Anubis, Egyptian boss, fists, and thought "Oh dear, that sounds almost exactly like what I have been working on!".

Hook me up on PSN (Stellakris) if you want to take a look at your efforts together.
2011-01-25 11:54:00

Author:
Antikris
Posts: 1340


Maybe you could set the 4 second timer output to a global gravity tweaker, with the gravity set to max, to make the hands fall really quickly, but that would also affect all the other objects in the game, which could be problematic depending on what else is going on, or if Sackboy needs to jump somewhere, because it would affect his fall speed too. My only other guess is to just use movers to make the hands go down.

As for your multi-hand issue, you could make a rectangle of invisible hologram at a length of how far apart you want the hands to be, with a follower in the middle set to follow the player at max speed / acceleration. Then at either end of the rectangle, put a tag with names "Left Hand" and "Right Hand" or whatever you want, and instead of making the hands follow the player, make them follow the respective tags. Now they will both be a little to the left or right of Sackboy, just don't make them too far apart or they won't hit him when they fall.

As for your multi-player issue, you could try making 4 hologram rectangles like I said, but I'm not sure what would happen if two players walked past each other, there might end up being 2 holograms on one player... I'm still new to this so I don't know how to help you here, sorry.
2011-01-25 22:04:00

Author:
Bio-Raiden
Posts: 12


@ Antikris, I'm still VERY new to the LBP2 Logic. I've only managed to get things to move upwards with Movers so far. But sure, I'll hook you up! I haven't gotten very far yet, though.

@Bio-Raiden, I'll play around with that in create mode and see what I can come up with! Thanks alot for your suggestions.
2011-01-26 00:40:00

Author:
Archideas
Posts: 88


No problem. I'm very new to this too, but lbpc has helped me a ton.2011-01-26 01:34:00

Author:
Bio-Raiden
Posts: 12


I tried making the hands follow tags instead of the player itself, but now another forseen problem has arisen. The hands will ALWAYS have a set distance between themselves. So if you just stand still, you'll be safe. :/

*EDIT*

I actually found a really simple solution to this. I just attached the invisible hologram to a piston and made it go back and forth. So whenever the fist phase is activated, the hands will follow it for about 5 seconds before stopping, slamming down and going back to their original positions!

So thanks alot everyone again for your help!
2011-01-26 15:53:00

Author:
Archideas
Posts: 88


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