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Flashlight Sackbot

Archive: 8 posts


For a level I'm working on, I need to make a sackbot wearing a flashlight.
So what I have now is a sackbot, controlled by the player who is following him on a piece of invisible holographic. Following the sackbot is a piece of invisible holographic attached to a spotlight, controlled by the right analog stick.
So far so good, but there's some problems:
First the flashlight itself. It's very annoying when just walking around. It bounces off walls and sometimes just shoots away or flips when you're jumping and then landing again. It's be very useful if I were able to make a light source without physics somehow...
And for the gameplay I wanna be able to activate some things by shining on them. So I could just place a tag sensor on the flashlight and tags on the things I wanna activate, but this means that I have to hook up the tag sensors on the sackbot to some logic or something else, but if the sackbot dies, and a new one spawns, so does the connection ;s. Is there another way to make this work??

Any tips, hints or ideas welcome
2011-01-27 20:09:00

Author:
ikbeneland
Posts: 57


I see your problem. I thought of something for the tag dilemma. Lets say you turn on the flashlight with O. maybe you can put a cursor that you control via DCS, with a tag (RED for example) on it. attach the spotlight to the hologram with a bolt ( im not sure if this is possible, try anything that will allow it to swivel, but remain attached to the holo.)Then put a Looking follower on the spotlight. and make it follow the tag on the cursor. Now make sure that when you move the cursor, the spotlight's angle follows it. Now put an emitter onto the spotlight, or its holo. make it emit an invisible tag attached to holo. (make the tag a different color than before. BLUE for example. ) wire up the O button so that when you press it, the light turns on AND the emitter turns on. So now you can move the cursor, position it to where you want the light to shine. When you press O, the light should turn on, and the invisible tag on the holo should shoot at the cursor. Now just put on a tag sensor (BLUE) at what you want to activate. Sorry if you don't understand, good luck!2011-01-27 20:20:00

Author:
dragonember
Posts: 607


I see your problem. I thought of something for the tag dilemma. Lets say you turn on the flashlight with O. maybe you can put a cursor that you control via DCS, with a tag (RED for example) on it. attach the spotlight to the hologram with a bolt ( im not sure if this is possible, try anything that will allow it to swivel, but remain attached to the holo.)Then put a Looking follower on the spotlight. and make it follow the tag on the cursor. Now make sure that when you move the cursor, the spotlight's angle follows it. Now put an emitter onto the spotlight, or its holo. make it emit an invisible tag attached to holo. (make the tag a different color than before. BLUE for example. ) wire up the O button so that when you press it, the light turns on AND the emitter turns on. So now you can move the cursor, position it to where you want the light to shine. When you press O, the light should turn on, and the invisible tag on the holo should shoot at the cursor. Now just put on a tag sensor (BLUE) at what you want to activate. Sorry if you don't understand, good luck!

I do understand what you mean, but it doesn't really fit my level, because the flashlight is permanently on. The idea is that you need the falshlight to see something as there are (almost) no other light sources. So you don't turn on the flashlight to shine on something, it is permanently on. And it doesn't work when you need to shin on something for like 3 seconds.

It does bring me to a sort-like idea though: I place an emitter like you told and let it emit invisible holo in the directions you're shining. And I make it emit one every 0,2 seconds for example.. But it is only activated/ emitting when in range of a tag sensor, which I only place at places where the flashlight needs to activate something.
So, when you come close to something you need to shine on, the flashlight emits invisible tags, these activate a timer/counter on an object using an impact sensor!
Now I hope it works. I'll test it out tomorrow

Still doesn't fix the other problem(s) though..
2011-01-27 20:32:00

Author:
ikbeneland
Posts: 57


If you want to make the flashlight intangible, you can chrome glitch it. Here's how (though this will only work if you also own LBP1).
1. In LBP1, create a spotlight and bolt it to a square of cardboard. Create a piece of Dark Matter and attach it with string to the piece of cardboard. Tweak the bolt and spotlight however you want.
2. Capture the whole thing.
3. Create an emitter.
4. Open the tweak menu for the emitter and select the object you just created from the My Objects page. Stop once you get to the point where it displays a transparent version of the object.
4. Instead of pressing X, open the Start menu and choose Save Level.
5. Go to Play Mode, and then immediately back to Create Mode.
6. If you did it correctly, the transparent version of the object will still be there.
7. Select both endpoints of the connector one by one (NOT the connector itself). If you did it correctly the cardboard and Dark Matter will be 'normal' now, but the spotlight will still be transparent.
8. Use any material brush to erase the Dark Matter entirely. Then select the string and delete it. You'll be left with just the transparent spotlight bolted to the cardboard. Capture it.
9. Switch over to LBP2 and import this object. Go to Create Mode once more.
10. This object will break if you try to place it directly from the Goodies Bag, so create an emitter and have it emit one of this object.
11. Material change the cardboard into holographic material. Make sure NOT to select the holographic material directly, however, or the spotlight will lose its special property.
2011-01-27 20:44:00

Author:
Blue Helmet
Posts: 306


If you want to make the flashlight intangible, you can chrome glitch it. Here's how (though this will only work if you also own LBP1).
1. In LBP1, create a spotlight and bolt it to a square of cardboard. Create a piece of Dark Matter and attach it with string to the piece of cardboard. Tweak the bolt and spotlight however you want.
2. Capture the whole thing.
3. Create an emitter.
4. Open the tweak menu for the emitter and select the object you just created from the My Objects page. Stop once you get to the point where it displays a transparent version of the object.
4. Instead of pressing X, open the Start menu and choose Save Level.
5. Go to Play Mode, and then immediately back to Create Mode.
6. If you did it correctly, the transparent version of the object will still be there.
7. Select both endpoints of the connector one by one (NOT the connector itself). If you did it correctly the cardboard and Dark Matter will be 'normal' now, but the spotlight will still be transparent.
8. Use any material brush to erase the Dark Matter entirely. Then select the string and delete it. You'll be left with just the transparent spotlight bolted to the cardboard. Capture it.
9. Switch over to LBP2 and import this object. Go to Create Mode once more.
10. This object will break if you try to place it directly from the Goodies Bag, so create an emitter and have it emit one of this object.
11. Material change the cardboard into holographic material. Make sure NOT to select the holographic material directly, however, or the spotlight will lose its special property.

Ok so if I do it right, I'll end up with a light source without physics? That'd be Great! But why can't I just do it in LBP2? And isn't there a level out there which gives it away as a prize? That would be much more simple And yes I do own LBP1 (of course) so I can also do it in there. So thanks for the Tip, I didn't know this glitch existed! I'll try it out tomorrow
2011-01-27 20:51:00

Author:
ikbeneland
Posts: 57


Hmm: Would this work?

1) Put a gyroscope on the flashlight and when there is no sackbot-controlled direction just level it out (turn it on/off as needed during jumps?)
2) Instead of emitting holo for flashligh, could you just attach a peice of invisible holo that is the same shape of the light beam with a tag (thus when you rotate the block, the attached 'light beam' rotates too, and then set your target spot to have the holo impact on touching the 'light beam' holo?
2011-01-27 20:57:00

Author:
SledKnight
Posts: 93


Hmm: Would this work?

1) Put a gyroscope on the flashlight and when there is no sackbot-controlled direction just level it out (turn it on/off as needed during jumps?)
2) Instead of emitting holo for flashligh, could you just attach a peice of invisible holo that is the same shape of the light beam with a tag (thus when you rotate the block, the attached 'light beam' rotates too, and then set your target spot to have the holo impact on touching the 'light beam' holo?

As for the first suggestion: I tried that already actually.. And yes it works for a bit but it gets annoying when the light keeps going to a fixed position when not using the right analog.. And you still get the bounce off wall thing..
As for the second: Why didn't I think of that haha! I guess it'll work and its a pretty simple solution, thanks!
2011-01-27 21:01:00

Author:
ikbeneland
Posts: 57


^^ There actually not bad Ideas (If i'm reading them right), but can I make a small adjustment?

Instead of having the flashlight emit a tag or an object (pressumably at high speeds), you could just have a tag inside a microchip connected to a crosshair (hologram at about 30%, controlled by the R analog stick). Then hook the 'flashlight on' button (e.g. circle) to a toggle connected to the chip's input.

Then, if you turn off the flashlight the chip (hopefully) becomes inactive, and when its on, the chip should be active.

So you'd be able to move about the crosshair without the light off, then when you turn it on it would be able to activate any tag sensors
(Oh and this means tags on your flashlight and tag sensors on the things you want to activate, so no connection issue)

And if don't like the crosshair permanently, you could hook up a button (R1 or triangle for example) to the hologram material so that its invisible unless you hold (or just tap if you include a toggle) the button to turn it on
2011-01-27 21:24:00

Author:
Gillen
Posts: 15


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