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A number of questions about building hazards and enemies

Archive: 5 posts


Greets!

If anyone could answer one or more of these things, I'd be absolutely thrilled:

* Is there any way to put a tag on the player short of re-implementing everything with a tagged sackbot (thereby losing your ability to go underwater)?
* Failing that, is there any way to detect an impact from the player only?
* Is there a way to hide the fact that an object is hazardous?
* Can you make real explosions (that damage the surrounding terrain) with anything other than the two bomb objects?
* Can sackbots be made immune to damage from various elements?
* There's a particular death animation that happens when you run into spikes or get crushed. Is there any way (other than spikes or crushing) to cause the player to die with this animation?

Here's my reasoning for at least some of these questions:

Last night, I was trying to build a stalactite object. I had it wired up to a player detector on the ground so that when you walked under it, it would fall and hit you on the head. Problem is, it just shoves you to one side or another. I don't want to make it electricity or plasma, because you don't get electrocuted when a stalactite hits you. I considered adding spikes to the bottom, but they look silly. Is there any way I can do this?
2011-01-25 17:22:00

Author:
NerfViking
Posts: 7


You could "tag" the player by having it followed by some invisible hologram with a tag, but it gets tricky with multiple players. Alternatively, if you put a tag on everything else that moves, then an impact from something without a tag has to be the player. Tricky, but it might work.

I don't think there's a way to damage terrain without bomb objects, but if you capture a bomb with an active input on it, you'll emit an explosion (at least on LBP1).

There is a way in LBP1 to separate the lethal part of the spikes from the visual model, which leaves you with invisible spikes. Search the forums or LBP1 for a tutorial or prize.
2011-01-25 17:34:00

Author:
Rogar
Posts: 2284


I played a versus level a while back and it appeared that different players could spawn from different spawn points. Is it possible to set up specific, per-player spawn points? If so, you could conceivably tag each player individually with their own hologram, tagged Player 1, Player 2, Player 3, and Player 4.2011-01-25 18:30:00

Author:
NerfViking
Posts: 7


Also, is it possible to put emitters on a hologram? I ask because maybe it would be possible to emit a set of very small spikes immediately on top of the player that would have a lifetime of 1/10 of a second, causing the player to die a "spike death" whenever a certain tag is activated. Or would the player's presence there prevent the spikes from being emitted at all?2011-01-25 18:35:00

Author:
NerfViking
Posts: 7


I think those Versus levels are made by activating more than one checkpoint. The players will spawn randomly from one of the active checkpoints, there's no way I know of to designate one to each player. You might get it to work if all players control sackbots, and the sackbots die, not the player, because then you can properly distinguish between players.

You can put emitters on a hologram, no problem. I actually did that, made an emitter drop an invisible spike over a sackbot's head, but there's a risk of failing if something is in the way of the emit, or killing the wrong person, if two people are close together. It might work in your case, though.
2011-01-26 12:26:00

Author:
Rogar
Posts: 2284


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