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Shooting camel Aim restrictions

Archive: 7 posts


Does anyone have any idea how they make it in the camel shooter level (story) so that the aim cursor cannot leave the screen? It would be very useful for just about anyone wanting to make a proper HUD or music selector (my goal).
Thanks in advance!
2011-01-25 06:36:00

Author:
Captnmatt
Posts: 96


My guess is that they made a box of holo that sites just outside the screen, and then had a system of movers to make the cursor bounce off it it touches it.2011-01-25 06:42:00

Author:
Yofig
Posts: 288


Yea, but has anyone got a simpler way to do this?2011-01-25 06:58:00

Author:
Captnmatt
Posts: 96


I'm curious about the same thing. How would you keep the holo off screen if you are moving forward? The camel definitely moves, but the holo (if that is what they used) never comes into view.2011-01-28 23:07:00

Author:
Unknown User


If you set the holo barrier to follow the camel it would be real easy to accomplish. You could put a tag on the camels microchip. Draw your border around the screen. Make one bar of holo that's connected to the border. Extend it to the center of the screen. Put a follower on it. Set it to follow the tag you put on the camel. Tweak the follower to 100% speed, and acceleration. Set the brightness of the holo to 0% (that makes it invisible in play mode). Your border will now follow the camel. Put a tag on the border. Now set up your movers, and you'll be in business. 2011-01-29 01:12:00

Author:
smasher
Posts: 641


Or attach the holo to the camel directly.

@Captnmatt: Here's a simple solution for you: tie the holo to the camel with some rope, and it will never leave the range of the rope. You see, hologram material cannot excert force onto a physical material.
2011-01-29 01:29:00

Author:
Rogar
Posts: 2284


I replicated this effect for my Perky Prius level (in Chapter 7).
1. I create a hologram boundary (make sure you don't copy/paste them over each other, otherwise they'll all be one piece)
2. put a "top/bottom" named tag top and bottom, and "left/right" named tag on left and right
3. attach the controlinator to a holo with an advanced mover. put an impact sensor on the controlinator.
4. put movers on all four holo borders, and on the camel (or whatever you're moving. For me it was a Prius)
5. use a battery to define the base travel speed. Pipe this into the camel and the borders
6. combine the base travel speed with the left/right of the controlinator and put it into the advanced mover. Put the up/down in without combining it.
7. when the impact occurs on top/bottom, you just kill the up/down signal from the controlinator
8. when the impact occurs on left/right, you kill the controlinator signal for left/right, but leave the base speed alone, then the object will coast

Make sure everything is 100% accel and decel. Takes a bit of trial and error the first time, but mine works even better than that camel level (theirs has some deceleration that makes the cursor bounce on the boundaries).

If I get more time later this month, I'll make a tutorial if someone hasn't already.

Edit: And I see you asked for Simpler

I'll let you know if I get time and can make a chip for this that can be shared...
2011-03-03 20:13:00

Author:
Unknown User


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