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Simulating Telekinesis

Archive: 14 posts


Hey, folks! I've got this series I've started working on (purely sorting out logic at this point) involving use of four distinct abilities including, but not limited to, telekinesis with which puzzles be solved, bad guys will be thumped, and mini games will be played. I've worked out the issue of moving inanimate objects unattached to the sackbot. In my recent test a few issues came to mind that I'm having a bit of trouble working out.

Here's the situation. I'm trying to achieve this without the use of creating a reticle or cursor. I feel its a bit time consuming in terms of actual play time and detracts from the illusion of the individual's sackboy having super-sack abilities. I've also hit a snag with the lack of a aiming device actually choosing which object to pick up and which one to not pick up.

Any ideas?
2011-02-10 01:46:00

Author:
DigiOps
Posts: 111


Ok, for aiming. If you have a floating holo set to follow the sackboy (or sackbot, I'm guessing?) and on it have an emitter to emit whatever you need to pull it off.

Also have a controlinaor set to receive the controllinator you are using. Have a joystick mover (can't remember exact name) on it and it should make the emitter point wherever you press. If you have the emitter emit holograms with tags on them (invisibleforo Telekinesis or add an effect, up to you) then you can setup you level to react to the tags on the holo you are shooting.

That should act like a point and shoot for your TK as well as maybe use the floating holo with the emitter to hold other emitters you want to use for other powers.
2011-02-10 02:00:00

Author:
RSQViper
Posts: 302


Sounds similar to the set up I already have. As it stands now, I have a controlinator set as a remote control within the microchip for that specific ability that only activates after item collection and activation via the d-pad. Microchips on the specific objects meant to be controlled have recieving controlinators and an advanced mover controlled by the right stick outputs from the reciever controlinator.

Whoa... Hold on. What if I were to ex-nay on the whole chipped objects and went for, as you said, "shooting" an invisible, sticky object? Would a controlinator on an object stuck to another object have the same effect?
2011-02-10 02:09:00

Author:
DigiOps
Posts: 111


what about having different objects have different buttons attached to them so say triangle picks up one square picks another, and have the button corrospondence highlighted over the object in hologram?

just an idea, sounds cool what you are working tho.

not so good with the logic part, just giving you an idea lol
2011-02-10 02:10:00

Author:
steadler
Posts: 180


Not sure you can fire an invisible sticky object. But tags will push things with tag sensors on them. Set the sensors to movers and/or pistons.2011-02-10 02:14:00

Author:
RSQViper
Posts: 302


not so good with the logic part, just giving you an idea lol

Got any useful critisizm?
2011-02-10 02:15:00

Author:
DigiOps
Posts: 111


Hook up a DCS to a Mover on the object. Set the DCS to 'Remote Control' to 'Nearest Player'.

Go nuts. Add onto that, if you were going for more complicated controls.

:SH:
2011-02-10 02:29:00

Author:
ThePineapplizer
Posts: 769


Hook up a DCS to a Mover on the object. Set the DCS to 'Remote Control' to 'Nearest Player'.

Go nuts. Add onto that, if you were going for more complicated controls.

:SH:

Pretty much exactly what I've already got with the addition of a tag sensor to tell the controlinator to activate both when the sackbot is close as well as when the power is activated. I should have been more clear. Apologies. I'm trying to enable choosing which object to manipulate in an area where there are multiple to control that aren't glued down.
2011-02-10 02:35:00

Author:
DigiOps
Posts: 111


Ahhhhh.... ok, try this then. If you stand in a certain area the object you can control glows (use holo or even plasma on a thin layer to show this) then have a receive controllinator activated by your transmit controllinator AND the sensor that sets off the glow. This will require you to be in that spot to control it via advanced mover or even rotator, depending how intricate you want to get. This should get you past needing to use a curser and now you are the curser walking into the spots required to control something. From there it should be easy.2011-02-10 02:41:00

Author:
RSQViper
Posts: 302


Got any useful critisizm?

erm ok....
2011-02-10 02:47:00

Author:
steadler
Posts: 180


If you are looking for a puzzle like telekenisis with no reticule, here is an idea:

Make a cool effect to come out of the player when he activates the "Telekenisis" (You have to at least show the player where his shots are going)
Make an invisible holo with a "Telekenisis" tag on it set to destroy when it detects a tag named "Object".
Make the object activate whatever you are using for telekenisis when it senses the tag named "Telekenisis" and the tag "Hold". Also make a holo that turns on if it senses those.
Make sure the emitter for the invisible holo and effect from the player are one shot, and make another tag inside the player called "Hold". Make that tag activate as long as the button to shoot telekenisis is being held.

If you do all of this right (If you don't know how to make it so the player can target, I will explain) then when you aim and press the button, he will spawn a directional effect to show which direction the telekenisis was used in, and then you will have control of an object. I would also suggest adding rotators to the object set to activate when they sense tags "Left" and "Right" and make those tags activate when the player moves the right analog stick. I hope this was helpful. If it was to confusing, I will make you it when I have the chance so you can pick it apart and learn in your own way.
2011-02-10 03:35:00

Author:
Daldrez
Posts: 63


If you are looking for a puzzle like telekenisis with no reticule, here is an idea:

Make a cool effect to come out of the player when he activates the "Telekenisis" (You have to at least show the player where his shots are going)
Make an invisible holo with a "Telekenisis" tag on it set to destroy when it detects a tag named "Object".
Make the object activate whatever you are using for telekenisis when it senses the tag named "Telekenisis" and the tag "Hold". Also make a holo that turns on if it senses those.
Make sure the emitter for the invisible holo and effect from the player are one shot, and make another tag inside the player called "Hold". Make that tag activate as long as the button to shoot telekenisis is being held.

If you do all of this right (If you don't know how to make it so the player can target, I will explain) then when you aim and press the button, he will spawn a directional effect to show which direction the telekenisis was used in, and then you will have control of an object. I would also suggest adding rotators to the object set to activate when they sense tags "Left" and "Right" and make those tags activate when the player moves the right analog stick. I hope this was helpful. If it was to confusing, I will make you it when I have the chance so you can pick it apart and learn in your own way.

That was actually pretty straight forward. Thank you.


erm ok....

I hope you didn't take offense to that, steadler. I didn't mean any disrespect. That was actually a legitimate question.
Being sure that the majority of you will see it once the series is online, the feedback of this community is pretty important to me. Maybe a bit later I can post pictures of the logic I have going so far to get a real opinion.


Not sure you can fire an invisible sticky object.

This will be something for me to look into tonight.
2011-02-11 01:51:00

Author:
DigiOps
Posts: 111


If you are looking for a puzzle like telekenisis with no reticule, here is an idea:

Make a cool effect to come out of the player when he activates the "Telekenisis" (You have to at least show the player where his shots are going)
Make an invisible holo with a "Telekenisis" tag on it set to destroy when it detects a tag named "Object".
Make the object activate whatever you are using for telekenisis when it senses the tag named "Telekenisis" and the tag "Hold". Also make a holo that turns on if it senses those.
Make sure the emitter for the invisible holo and effect from the player are one shot, and make another tag inside the player called "Hold". Make that tag activate as long as the button to shoot telekenisis is being held.

If you do all of this right (If you don't know how to make it so the player can target, I will explain) then when you aim and press the button, he will spawn a directional effect to show which direction the telekenisis was used in, and then you will have control of an object. I would also suggest adding rotators to the object set to activate when they sense tags "Left" and "Right" and make those tags activate when the player moves the right analog stick. I hope this was helpful. If it was to confusing, I will make you it when I have the chance so you can pick it apart and learn in your own way.

could you explain that a littler clearer? I'm trying to do the same thing but you're kinda vague here and I can't seem to get it. Thanks.
2011-02-16 08:13:00

Author:
Rouzeki
Posts: 17


anyone? I really want to figure this out...2011-02-16 17:08:00

Author:
Rouzeki
Posts: 17


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