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#1

Can I get dynamic mover speed on emitted objects?!?

Archive: 4 posts


Briefly, I'll explain what I'm trying to accomplish here.

I have objects falling from the sky at a fixed velocity (no gravitational acceleration). I want the velocity to slowly increase over time.

To ignore gravitational acceleration, I have opted to go with movers on my falling objects. The big problem here is that my falling objects are emitted, not static. The velocity, which is a function of time, is a global variable, while the mover inputs are locally instanced - so they cannot be connected. arg.

Any one have bright ideas on how to handle this?
2011-01-27 19:11:00

Author:
Thegide
Posts: 1465


I'd have to play this in the game to see if it is feasible but could you put a timer on the object that is powered on and starts at time=x and has a max time of however long you want the object to reach maximum velocity.

The output of the time goes to the input of the mover and the mover is set to the value that sets the mover's values based on the analog input. I can't think of the name at the moment but as the timer counts up to the maximum time the output signal strength increases in an analog fashion until it reaches 100% signal strength. This analog output could be used to drive the velocity from whatever starting percentage you started the timer at until it reaches 100%.

This would be similar to putting a tag above the spot where you plan to drop these emitted objects and then each emitted objects has an inverted tag sensor with a sense radius that covers the area you want to accelerate through. As the object falls the signal increases from a small analog output to 100% strength as it crosses the sensor limit. This analog output could also drive the mover to ramp up so that at 100% input it is running at 100% of the configured speed.
2011-01-27 19:35:00

Author:
Trindall
Posts: 297


Put a tag, (or a horizontal line of tags) at the bottom of the area where the objects are falling, and a corresponding tag sensor on the template for your emitted object.
Set the tag sensor's output value to 'tag closeness', and the maximum detection range so that as soon as the object is emitted, the tag is in range.
Put a gyroscope onto the template object to ensure the mover direction won't change (if for example the object collides with something)
Place an advanced mover onto the template object, and connect the output of the tag sensor to the "up/down input" of the advanced mover

Then just tweak the maximum speed of the mover to taste.
Anything you don't understand just ask
2011-01-27 19:40:00

Author:
Ticklemeemo101
Posts: 22


Put a tag, (or a horizontal line of tags) at the bottom of the area where the objects are falling, and a corresponding tag sensor on the template for your emitted object.
Set the tag sensor's output value to 'tag closeness', and the maximum detection range so that as soon as the object is emitted, the tag is in range.
Put a gyroscope onto the template object to ensure the mover direction won't change (if for example the object collides with something)
Place an advanced mover onto the template object, and connect the output of the tag sensor to the "up/down input" of the advanced mover

This is very close to what I ended up doing! Thanks to help from Aya042, I ended up hooking up a timer as input to a global tag. Then the emitted objects were set up with tag sensors used as signal strength input on advanced emitters. Worked great.
2011-01-28 04:19:00

Author:
Thegide
Posts: 1465


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