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Help with turning

Archive: 6 posts


Okay, well I am making a lightbike level, and I want it to be the square kind and not curvy, so I made a box with a grid of small holographic squares. I made the bike so it turns in sharp 90 degree angles, but it ignores the grid, obviously, and just goes wherever you press the button at, even if It's between squares or whatever.

So I am wondering if its possible to make it so when you press the turn buttons, to make it snap you to the closest square. Thanks
2011-01-28 07:22:00

Author:
Shhabbazz
Posts: 746


Perhaps if you set up a grid behind your visible grid, with very small circles at the corner of every square in that grid, then on the same layer create a big circle that only just fits between the smaller ones, then attach your bike to that.2011-01-28 10:12:00

Author:
RAWTalent
Posts: 224


How about this theory:

Have one thick layer (the farthest one) available for the grid and cover it with a thin layer later so nobody will have to see it. In this layer your UFO has one solid block present, moving along with the UFO; the block should be in the dead center of the UFO and count as one grid block.

Now, have an emitter in the center of the UFO, emitting the following shape of (immovable!) white matter into the grid layer on a fast interval (0.1s), max 1 at a time, infinite total.

http://i.imgur.com/G9vkX.png

When the UFO is traveling on any axis, its own grid block will slide through the constantly emitted shape. The emitted shape however will only appear where there is space for it (after which the old one will vanish); this is when the UFO has traverse exactly one grid block ahead. In between, the UFO's own grid block is obstructed by the emitted shape and cannot turn from horizontal to vertical direction (and vice versa).

This would be tricky when the UFO is hugging a wall, though, because the wall would take up part of the space needed to emit the shape.

This is all theorycrafting, though; I have never made this myself. It highly depends on shape fitting in shapes. Using a Material Changer for 0 friction on the exactly fitting grid blocks is needed and hope the game engine doesn't throw in some random interference.
2011-01-28 12:32:00

Author:
Antikris
Posts: 1340


Alternatively, you could have an entire layer with stacked (white matter) blocks that temporarily disappear when the tagged sides of the UFO's own grid block comes within the tag sensor radius of the grid block (radius slightly larger than the block itself). This will create a path on the axis of the UFO that it can traverse through; like the idea above it will not be able to change axis when not on the grid.

http://i.imgur.com/G5luM.png

The static grid blocks need to reappear after the UFO has passed, though. Either they can be emitted or you will have to find another way (them jumping forwards/backwards on the Z-axis?).
2011-01-28 12:55:00

Author:
Antikris
Posts: 1340


Lastly, you could dedicate the back layer for a free moving block that uses a tag to trigger stacked up static tag sensored Halo grid blocks. These grid blocks activate another tag (the red one in the illustration). The UFO on the foreground follows the red tag at all time.

http://i.imgur.com/VV32O.png

This may lead to more choppy, less responsive UFO movement, though, because the UFO is not directly controlled but follows something. You also may want to prevent diagonal movement by the black block here by clever use of AND and NOT gates to cancel vertical controlinator input when horizontal is active (and vice versa).

Shabazz... from NL by any chance?
2011-01-28 13:12:00

Author:
Antikris
Posts: 1340


Thank You! I will try those. and also no, i'm from california2011-01-28 15:33:00

Author:
Shhabbazz
Posts: 746


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