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#1

Emitter, Controlinator and Menu questions for an ambitious project...

Archive: 5 posts


Hey guys, I'm currently working on a project that - to the best of my knowledge - has never been seen in any version of LBP before. For that reason I'm sure you'll appreciate I don't want to go into exact details, and if anybody thinks they know what it is please keep it under wraps!

Anyways, I need help in the following areas:

- This uses a very large number of different emitters (over 50), each emitting a different object, connected to a randomiser; I need to know if there is a way to reset the emitted objects after a certain event so as they all disappear and the randomiser returns to a neutral state
- This is a versus game, and it uses two controlinators (remote); I need to automatically switch control from one controlinator to another after a certain event. Play the story level 'Space Pool' for an example of what I need
- If anyone could supply a basic menu tutorial (doesn't need anything complex) that would be very helpful, but it's not essential for the level to work

I'm almost certain that what I'm planning is possible, and if I can get some help in these areas it will definitely allow me to make a lot of progress. Many thanks for reading!
2011-02-06 19:08:00

Author:
agsrule
Posts: 89


1. Change the randomizer's "style" (The order thing forgot what it's called) to 'Add then Reset'.
2. No idea. Sure I'll think of something soon....
2011-02-06 19:26:00

Author:
FEAR
Posts: 337


I tried the first one already mate - the problem with that is that the randomiser has to add ALL possibilities before resetting, but I only need it to add a few. Also instead of resetting to a neutral state it just starts the pattern again by adding. Also I can't seem to get the previously emitted objects to disappear when this happens :/2011-02-06 19:37:00

Author:
agsrule
Posts: 89


Adding multiple randomizers could help.2011-02-06 19:51:00

Author:
FEAR
Posts: 337


Hmmm I don't think that would work for what I have in mind...

I suppose I could just set the lifetime of each emitted object to 0 secs and set the rate of emission to 0 secs so as it continually refreshes itself until the signal from the randomiser is lost, but that might be a little laggy and I think it would still need multiple randomisers.

If it turns out this isn't possible it doesn't entirely ruin the concept, just means that it will only work once per play.
2011-02-06 20:00:00

Author:
agsrule
Posts: 89


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