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#1

RTS problems

Archive: 3 posts


Hello sackpeople! I have been working on a strategy game in LBP, but I've been encountering some problems, so I thought I'd ask people here on LBPC for solutions!

I am now working on the building aspect, but I have a problem with the building placement. I made it so that when opening the building menu and choosing a building, a glowing area below the cursor corresponding to the dimensions of the building flashes, it is actually an emitted object set on 0.1 duration and 0.01 frequency, so it moves with the cursor and disappears if the cursor is placed over something not buildable (i.e. mountains).

On the selection area there is an arrow, pointing to the direction the building will be built and the player can rotate the area to change the facing of the building.

The problem I'm facing is, I am rotating the emitted object reference correctly with gyroscopes, but the emitted object doesn't follow this rotation, instead being emitted as if the reference had not rotated.

]]How do I make it so that the emitted object is already rotated at the correct angle?

I know I could do this some other way, but I am curious as to whether this is possible. If not, I'll change it.

Thank you for your reading
2011-02-09 12:48:00

Author:
Catman87
Posts: 4


I just thought of this on the fly, but try having an emmiter briefly emmit a tagged hologram in the direction it's facing. Then, have a look at rotater on the building and set it to follow the tag on the hologram. Then, when you emit the building and the hologram, the building will quickly turn to look at the hologram, and then the hologram will dissapear. I don't know if that will work, but give it a try. 2011-02-10 01:46:00

Author:
Joey9898
Posts: 131


Joey, your idea is interesting, but I've tried already something like that with gyroscopies (sp?), the problem is that the emitted object's life is too low and it will die before completing the rotation (since it has to follow the pointer).

Steadler, I'd rather limit the number of objects, because every building will have its 'building area' to be emitted, so 4 for each building would be overkill!

I guess it would be better if I emitted the "area" with a follower and not destroying it every tenth of second, maybe with a sensor that checks whether it is able to follow the cursor (i.e. can build there) otherwise emit a red hologram!

I'll be posting other questions as I encounter problems with the work!

I've managed to create a pretty good pathfinding logic so I'm eager to put that to use!
2011-02-10 09:22:00

Author:
Catman87
Posts: 4


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