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#1

Flying machine

Archive: 5 posts


I would like to build an enemy flying machine.

It will slowly follow the player. The trick is the flight pattern I would like. I would like it to follow, but have short bursts to simulate thrusters underneath, keeping it in the air. I would like these to happen on a rhythm, say every three seconds a short burst and it keeps following the whole time. The thruster will send it upward very slightly. Then for a gravity-like effect to slightly push downward on it as it travels.

basically like a jetpack idea, but in a burst....coast.....burst.....coast routine.

Any advice on rigging this up? I thought of maybe just using rockets and flipping them on for a very short time.
2011-02-09 02:31:00

Author:
ghostingalong
Posts: 17


Have you tried using sequencers? They're usable with wires/cables when creating things. Just have it on loop or however you want, but you take a Sequencer from your tools bag, place it down, it has a microchip-/music sequencer-esque look to it, just slap some batteries down in order, maybe just 2 if you're going to have Loop on, because it appears you only have 2 states there, coast and burst, and then wire the batteries to the thrusters or whatever you use. Or you could hook the batteries up to the follower. Your choice.2011-02-09 03:00:00

Author:
Cronos Dage
Posts: 396


I attempted to recreate what you're talking about, and well I got my crude 'flying machine' (a strip of cardboard with thrusters on the bottom, lol) to do the 'burst...coast' thing you mentioned. By the way, it's much simpler than using a sequencer and batteries. Simply put a timer on it and connect its output into its own reset, this creates a looping timer. Then connect the timer output to the thrusters. I have the timer set to 3 seconds, both thrusters set to 55% and I also have an anit-grav tweaker with the anti-gravity set to 90% and the dampening set to 30%. It works pretty well but here's the issue...

When I put a follower on it to follow the player, it completely nullifies the anit-grav tweaker, thus making the bobbing effect disappear. I'm not really sure where to go from here...

Sorry.
2011-02-09 06:48:00

Author:
Ninja_Gnome23
Posts: 198


When I put a follower on it to follow the player, it completely nullifies the anit-grav tweaker, thus making the bobbing effect disappear. I'm not really sure where to go from here...

Sorry.

Maybe set it up so the anti-grav and the follower are activated alternatingly? Basically, have the "burst" signal go to the follower's activate input, and as well through a not gate to the anti-grav tweaker's activation as well.

I'm working on some simple path finding logic that uses three simple rotators (one left, one right, one static) and a mover, and switches these on and off as needed for movement. It gives pretty good control of the movement.
2011-02-09 09:54:00

Author:
Unknown User


Maybe set it up so the anti-grav and the follower are activated alternatingly? Basically, have the "burst" signal go to the follower's activate input, and as well through a not gate to the anti-grav tweaker's activation as well.

I'm working on some simple path finding logic that uses three simple rotators (one left, one right, one static) and a mover, and switches these on and off as needed for movement. It gives pretty good control of the movement.

thanks everyone...i will try ninja, and autochton's suggestions together. that sounds like what i'm looking to achieve.
2011-02-10 00:06:00

Author:
ghostingalong
Posts: 17


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