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Any way to have a mover not override gravity, even when active?
Archive: 14 posts
I'm trying to make a little platformer guy object that can move with minimal acceleration/deceleration (for an old school feel) and to do this I have to set his advanced mover's accel/decel to 100% each. Unfortunately this kills gravity. Is there any way to get the mover to NOT interfere with gravity? I have not given the up/down on his mover any input yet - I'm only telling him to move left and right. I'd really like to have him react to the same gravity as everything else. | 2011-01-27 00:42:00 Author: estevangz Posts: 57 |
Maybe putting a gravity tweaker on the object? | 2011-01-27 00:44:00 Author: dragonember Posts: 607 |
Use two advanced movers. one for horizontal and one for vertical. | 2011-01-27 00:58:00 Author: tdarb Posts: 689 |
This^ plus you could add a timer so the mover only activates for a short time. | 2011-01-27 01:14:00 Author: Biv Posts: 734 |
I'm having the same problem right now trying to make a little side-scrolling tank. Even basic movers, when you activate them to go left or right, will put their strength toward pushing you in that direction even after heading straight off a cliff. Normal gravity won't take over until you let off the stick, which means a player could potentially drive right over a pit in their way. I should also mention that giving each mover a downward force does help a bit, but unfortunately has the side effect of stopping you if you try to drive up a hill. Checking Local Space fixes this, but then lets them drive over a cliff, down the wall, and under the platform without letting go until you let off the stick. Right now I've got a very rough working model using a splitter and two movers as above, with each mover also pushing downward to simulate gravity, and then a third mover through a not gate, pushing down when the stick is let off so the vehicle will come to stop a fairly quickly. It's really sketchy though. Any better ideas would be greatly appreciated. | 2011-01-27 01:31:00 Author: Unknown User |
Just hook the left, and right analog stick to the mover on/off input also. That will make the mover only activate when you hit left or right. | 2011-01-27 01:36:00 Author: smasher Posts: 641 |
I think I'm gonna go with high-friction wheels instead. Fastest way to get the "binary" left-right movement, I think, without having to worry about the complications brought about by movers. | 2011-01-27 02:31:00 Author: estevangz Posts: 57 |
The problem is that setting 100% acceleration and 100% deceleration on at least one mover (of any kind) on anything kills its gravity, so the hard, "binary" left-right movement I want kills gravity. | 2011-01-27 03:13:00 Author: estevangz Posts: 57 |
Try putting impact switches to whatever piece of your contraption touches the ground while driving. And set it so if the impact switch is not activated it will trigger a mover that will move it down. So you'll still be able to move left and right but if you are off the ground it will push you to the ground. | 2011-01-27 03:28:00 Author: Kitkasumass Posts: 494 |
So after an hour of microchipping, I've got an object that can move left and right without sliding (tight handling like old-school platformers), double jump and successfully fall back to the ground. It's essentially perfect, BUT I cannot for the life of me figure out how to get both tight handling AND gravity in the air. It's the final step, and a very big one at that. I cannot get strong left/right deceleration and simulated gravity at the same time. | 2011-01-27 05:07:00 Author: estevangz Posts: 57 |
what if you used a mover constantly pushing down? | 2011-01-27 06:31:00 Author: tdarb Posts: 689 |
what if you used a mover constantly pushing down? I think this will be your only way - create an entire new physics systems to work with using movers. The alternative is to use strength-controlled advanced movers for horizontal motion, which will not lock out gravity, but will also probably not give you the style of control you are looking for. | 2011-01-27 08:28:00 Author: rtm223 Posts: 6497 |
Strength-scale movers will still override gravity while they're on, though. They don't even need to be at 100. | 2011-01-27 18:16:00 Author: Unknown User |
Reopening a dead thread .-. I've got the same problem (Though my control choice is the Dpad),and I'll continue to look for an answer until either I find one or this gets one.Help appreciated | 2011-04-10 01:15:00 Author: Narwhal Posts: 111 |
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