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How do I make an object controlled by Controlinator destructable?

Archive: 10 posts


Hi, new here, so if there are tutorials for this stuff, I don't mind reading them, if there's a link somewhere.

I'm making a space shooter-type game. I have my ship shooting and controlling correctly (via remote controlinator), but now I'm not sure how to make it destructible, and then, how to make it register a death, so that I can respawn the ship. I tried attaching a sensor to detect plasma hits, and connected that to a destroyer, but the plasma passes right through the ship (even then they are supposedly in the same layer), so it never registers contact, thus the ship is indestructible.

Any help, or link, would be greatly appreciate. Thanks
2011-01-24 14:10:00

Author:
Sindred
Posts: 10


i will try to help you the best that I can. i have not dealt with logic and controlinators. just because i want to stay away from them because they are too complicated. you could have some kind of sensor that detects a certain amount of hits and then destroys your ship. the only solution that I know of is paintballs. here is how to get one. go to any one of your levels. then place the paintinator somewhere in the level. pick it up, and then go into pause mode. fire a paintball anywhere. then, back up, and go into your goodies bag, and then capture object. capture the paintball, and then go into your ship level. have your emitters shoot paintballs instead of plasma. then, you must make the main body of your ship out of dissolve material. then, paint it if you like. now, go on to your tools bag and find something called the paintinator sensor. it looks like a meter. place it on the dissolve material, and then wire it to the dissolve material. tweak the sensor to how many shots you want it to take before it breaks. test it out. get a paintinator, or something that shoots paintballs, and shoot at the dissolve material. you should her "deet deet deet deet" as the meter gets lower, and as the sound pitch gets lower as well. when this meter reaches nothing, your dissolve material should dissolve, breaking your ship. feel free to wire your paint sensor up to some speakers or bombs to help break the ship apart. you could place triggered bombs anywhere in your ship, and then place the sensor anywhere on the ship. when the meter reaches zero, the bombs should explode, causing your ship to break. just make sure the ship is made out of destroyable material, like polysteyrene. remember, do his only if you are looking for an easy way to do this. Hope it helped!2011-01-24 15:08:00

Author:
Unknown User


1attach a projectile sensor(it should look like a bar), and set it to 1 hit
2put that output into a counter(then set how many hits you want to take before BOOM)
3connect the counter of the output to a destroyer. done.

if u want invincibility after u spawn,
4put an AND gate before the destroyer
5connect a timer(to the AND gate input) and set it to however long u want the invincibility to be
6connect the output of the timer also to the reset of the counter
7the other input of the and gate will be the counter
2011-01-24 15:18:00

Author:
sonofbrave
Posts: 107


Thanks so much for the info.

I didn't even know you could capture things like paintinator balls!! I will try these after work. Thanks again!
2011-01-24 15:26:00

Author:
Sindred
Posts: 10


You could also use an impact sensor set to include touching and require a tag, you could then make custom projectiles instead of using Mm ones.2011-01-24 16:02:00

Author:
TheSwede
Posts: 59


[QUOTE=sonofbrave;744552]1attach a projectile sensor(it should look like a bar), and set it to 1 hit
2put that output into a counter(then set how many hits you want to take before BOOM)
3connect the counter of the output to a destroyer. done. /QUOTE]

You can also use an impact sensor (or maybe several, if you have parts that are not glued onto your UFO, i.e., attached with pistons or strings, etc). Set your impact sensor so that it requires a tag. Now, anytime your UFO hits an object with the proper tag, the impact sensor with signal. The object can be a simple block of material, lethalized or not. You can also attach the tag to a hologram, I think, to make laser beams and such, like in the story levels. Now you have to hook your impact sensor into a destroyer (or, again, several destroyers, depending on how your UFO is put together--you may need an OR gate). There you go.
2011-01-24 16:04:00

Author:
Bercilak
Posts: 117


So after the player ship is destroyed, how do you guys make it count as a death, since it's not the sackboy getting killed? I'd want the player ship to respawn in the same place it was destroyed, so perhaps having an invisible indestructible emitter following the ship around, and somehow recognizes when to re-emit the ship? I'm making myself cross-eyed, lol.

I wish I could try this stuff at work,
2011-01-24 16:22:00

Author:
Sindred
Posts: 10


so perhaps having an invisible indestructible emitter following the ship around, and somehow recognizes when to re-emit the ship

You can use a remote controllinator, though I haven't messed around with this, yet. An indestructable emitter that follows along might work. You can make things follow a tag. Make a tag sensor, set it to inverse, and have the corresponding tag on your UFO. When the UFO is destroyed, the tag goes with it, making the tag sensor on the emitter signal, thus spawning a new ship. To have the destruction count as a death, you'd likely use a counter.
2011-01-24 16:30:00

Author:
Bercilak
Posts: 117


Awesome! Thanks! That makes sense, but I'll have to re-read it when I get home, heheh2011-01-24 16:41:00

Author:
Sindred
Posts: 10


If you hook a key trigger up to a not gate and hook the not gate up to an and gate and a counter and then the counter hooked up t a not gate and hook the second not gate to the and gate as well you can have the counter activate a game ender when full and have the and gate activate the emitter. Hope this helps2011-01-24 17:13:00

Author:
TheSwede
Posts: 59


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