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#1

Target rotating magic system.

Archive: 5 posts


I'm creating an action rpg based magic system for my adaptation of Orphen: The Scion of Sorcery (Denim: The Sackboy of Sorcery) Said character Denim will have access to three rotatable spells (Fire, Water and Lightning). What i need... or have planned out in my head... and have so far been unable to do... is have a rotable targeting system.

Say i have 3 enemies within the screen radius. I want a holographic block to shoot over above them. an emitter to activate and drop fire, water etc etc. This number of enemies could however be more than three, or less than three.

Could anybody give any advice on how to do this?
2011-02-03 12:58:00

Author:
id_Hellion
Posts: 3


I might be able to offer some advice, but could you clarify what you mean when you say you want the holographic black to "shoot over above them" because I'm not quite sure what you mean by that. Do you mean that you want the holographic block, with attached fire/water/etc. emitters, to be emitted as well? Actually, could you clarify everything you said. I apologize, but I'm going to need quite a bit more detail specifying exactly what actions you want to take place and how you want them to be triggered if I'm going to be able to try and help.2011-02-03 14:44:00

Author:
sixfearstheseven
Posts: 19


The look at rotator can look at tags2011-02-03 14:48:00

Author:
TheSwede
Posts: 59


Yes. Sorry. I'll clarify. I just read that back. Assume this 'targeting block' i want serves two functions... it floats above/highlights the enemy target and will also have attached the emitters for fire, water and lightning. I want to be able to cycle through a varying number of enemies. The spell selection menu is not part of this proposed marker as its part of my hud. Following my train of thought when enemies aren't on the screen i imagine this marker would be idle, the holographic material turned off and just trail along behind my sackbot character.

So basically

Idle invisible mark. instant lock on and visible when enemy enters screen. cycle through enemies if theres more than one on screen. press circle to activate spell selected from my hud.

the MP and Battle time bar will activate and de-activate said spells availability. i've already sorted it out.
2011-02-03 17:21:00

Author:
id_Hellion
Posts: 3


Off the top of my head, I can tell you that you're going to need Tags on the enemy Sackbots, a Microchip on the Holographic Marker with a Follower, Anti-Gravity, Gyroscope, and either...

A) Many tag sensors with their own unique label that corresponds to their unique Sackbot counterpart (for instance, a Tag on one Bot is labeled "Bot 1" with a similarly named Tag Sensor on the Marker, and then another Bot is "Bot 2" with his own Tag Sensor, and so on and so on.) The problem with this is you'll have more Tags and Tag Sensors than you will ever want to deal with. The benefit is that the Sensor won't target multiple Bots at the same time (I don't know how a situation like that would turn out).

B) Tags on the Bots, Tag Sensor on the Microchip, and one label for every enemy, or for each group of enemies if you are going to have multiple types of enemies (all Sentries would all be labeled "Sentries" or "Type 1" or whatever; all Mages would be labeled "Mages" or "Type 2" or whatever; you get the idea?) As I said, I don't know what would happen if two Bots with the same label were on screen at the same time and both picked up by the Tag Sensor. There is certainly a way to prioritize targets, most likely with the use of a Selector that is somehow able to trigger the appropriate output when needed, or it may be as simple as setting the Tag Sensor to focus on Signal Strength rather than Closeness, that way the Bot closest to the Sensor would be picked up first. (Speaking of Selectors, this has me wondering if there is a way to automate a Selector so that the Inputs are preset but the Outputs are determined based on the environment, if that makes sense.)

I'm sorry but that's the best I can do for you. Your project is in creation territory that I have yet to master, but I'm confident you can use what I have offered as groundwork to experiment upon. The idea is to have the Sensor on the Marker detect the Bots as they enter in their detection radius. The Sensor picking up on its corresponding Tag will send a signal to the Follower, causing the Marker to move to the target (you'll also need an Advance Mover or multiple Movers to allow movement, and a Gyro to keep the Marker upright). This is where things get advanced, because you're also going to want the Marker to follow the player when idle, so you'll need either a Toggle or Direction Splitter (not sure which, if either, honestly) that is set to work on analog signals instead of digital so that whatever input is the strongest will be the one that is activated, whereas a digital signal is YES or NO and not based on signal strength (if that makes sense). The point is to get the Marker to lock on to a Bot when present, but come back to you when there is nothing around to target.

As for the emitters, you should be able to pull that off by assigning each emitter to its own button on a Controlinator if you want to manually control the emissions. Otherwise, you'll still need the Controlinator to select which Emitter is active, but then you'd once again employ Tags and Tag Sensors to cause the emission, with a timer between the Sensor and the Emitter if you want there to be a pause between locking on and firing. The Tag on the Bot triggers the Sensor on the Microchip that you have attached to the Marker, which in turn triggers the Emitter you have chosen. If you need me to, I could actually set up a crude design for this and either take snapshots of it for you or share a level with you so you can copy it. It will just be a marker with Emitters attached, with the gates needed to deactivate whichever Emitters you are not using and activate the Emitter you are using.
2011-02-03 18:36:00

Author:
sixfearstheseven
Posts: 19


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