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Points on Sackbot death by squish?

Archive: 5 posts


I'm currently designing a level where a Controllinated object is used to squash Sackbots, but I'm having trouble getting Score Givers to work. Anyone have any ideas on how I could get this functional?2011-01-28 03:56:00

Author:
quartercirclebak
Posts: 3


I got something like that working... if the controlled object comes down hard on the bot then what I have should work.

If your still trying to work it out, give me a message on the psn and I can show ya.
2011-01-28 05:13:00

Author:
EnterMEUN
Posts: 68


Cool, I'll shoot you a message next time I'm on. Want to give me a quick description first, to see if I can figure it out without having to waste your time?2011-01-28 16:09:00

Author:
quartercirclebak
Posts: 3


I found the best way to track a sackbots demise was to place a tag on the sackbots logic board and a corresponding tag sensor on a floating bit of hologram set to off. placing a follower to follow the tag on the sackbot means you essentially have a crude sackbot presence sensor (I also use this method to replace player sensors for sackbots)

I hook said sensor inverted to a destruction tweek and set the points to be given on the destruction of the hologram. the result being when a sackbot dies, presence sensor turns off and points are awarded.

In your example I would probebly add a check for another tag, which you attack to the object you are using to squish the poor sackbot. only if both are present should the points be awarded, so hook the presnece tag sensor and the doom tag sensor up to the points switch through an AND logic.
2011-01-28 18:04:00

Author:
Unknown User


Hmm, sounds pretty good...will this work with multiple Sackbots though, or will I have to tag each Sackbot with a different color due to the presence sensor? The idea is to have a bunch of Sackbots running across the screen, with the player controlling the object trying to stomp as many as possible before they reach the other side. I'd want to have up to 10 Sackbots on the screen, potentially more...


Edit: Nevermind, I managed to get the desired effect with a combination of tags, impact sensors, destroyers and point givers.
Thanks to everyone for the input!
2011-01-28 18:12:00

Author:
quartercirclebak
Posts: 3


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