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Various questions

Archive: 8 posts


Hi, I'm trying to create a level where the sackbot has multiple abilities, but they all run off the same energy bar located on a HUD. anyone have any thoughts as to how to make it happen? thanks in advance.

Hi, I'm working on a level involving controlling gravity. I've already created a telekinesis microchip that allows you to control whatever its placed on, but I'd also like to find a way to make a telekinetic push (force push) move, where the intended target is knocked back away from the player. any help would be greatly appreciated.

For my gravity controlling level I'd like the player to eventually unlock a time rewind or time freeze abilities. is this possible? if so, how would i go about programming them to my remote control sackbot? thanks a ton.

Hi, would it be possible to create a black hole? I basically want to know if I can create an attack that summons a "hole" that sucks enemies towards it and destroys them when they reach the center. anyone think that this could be done? thanks everyone.

Howdy, I was wondering if anyone has any theories on how I can make a "magnetize" power for my sackbot? I'd like it so that when activated nearby enemies are yanked towards the player. I think that a pinch of anti-gravity would help, to help lift the enemies up when they are yanked. thanks guys.

P.S. sorry for the bombardment of questions, I'm just sick of trying to Google everything.

Hi, I already made a anti-gravity chip for my sackbot that reduces his own gravity momentarily, and now I'm wondering if I can make a chip that increases his gravity, to make him fall faster. I'd appreciate any help. thanks guys.

Hi, I'm making a level that involves controlling gravity, in which I'd like there to be multiple abilities, and I'd like some of the abilities to override the others (activate the first ability, and while the first ability is running its course activate the second ability, which then immediately cancels the first ability's effects). once again, i ask of you LBP masters, is this possible? Thanks guys.

[EDIT]

If this is possible, how? thanks.
2011-02-14 07:57:00

Author:
Rouzeki
Posts: 17


You can do time freeze, I dunno about time rewind.. depends on what kind of time rewind you're talking about.2011-02-14 08:13:00

Author:
Yofig
Posts: 288


Time freeze:
Have all obstacles run off a tag sensor (set to a radius of 5000).
When your bot presses, L1 (or whatever), activate the tag (in controlinator) for x amount of seconds.

Which means your controllinator should look like this.
[L1] > [timer] ("start count down") > [not] > [tag]
That means when you attach a new tag sensor to the pistons (or other moving parts), you will only need to change the radius to 5000.

Pics because I'm a good guy like that:
Normal:
http://if.lbp.me/img/ft/0af95a755acdd1f572df35b74f7cf1056e6b81d4.jpg

Frozen:
http://i3.lbp.me/img/ft/0830bf2858e9273266e6562a23450edb25fba2dd.jpg

Just copy the pic exactly, then change the timer to "start count down" instead of on/off. And change the radius to 5000 for all tag sensors.

It's quite a simple mechanic that could open up a lot of gameplay.
Not sure how to achieve "slow down", but you could add a white flash during a delay to fake it.
Remember to add the sound effect!
2011-02-14 08:24:00

Author:
midnight_heist
Posts: 2513


You can just put a gravity tweaker on him and set it to over 100%.

EDIT: Oh wait, I confused it with the global tweaker.

In that case, have a weak downward mover that powers on whenever you want less gravity.
2011-02-14 08:28:00

Author:
Yofig
Posts: 288


invert one of them what? (I'm new to this)

gravity tweaker? I thought there was only an anti-gravity tweaker?

a weak downward mover? Hmmmmm... that sounds like it might work...

(edit)

so if i wanted increased player gravity, do a strong downward mover?
2011-02-14 08:33:00

Author:
Rouzeki
Posts: 17


Short answer: Yes.2011-02-14 08:56:00

Author:
Yofig
Posts: 288


For your TK energy bar, I would place a timer or counter on the HUD and have all of your abilities feed into an OR gate connected to the timer/counter. Set the timer/counter to count down (or run the abilities into the negative end of a signal combiner).

For a "force push" put a tag on your sackbot and tie your force push button into that tag. Then put a follower on the pushable object, set it to react to the tag, and set it to flee instead of follow. That's for a general shockwave kind of push in all directions. For a targetable push, do the same thing but keep the detection range on the follower short, then have the sackbot emit a bit of invisible holo with the tag so that it fires at the pushable object. Should come out working exactly like the dog bark from the story mode.

Time freezing can easily be accomplished by sticking 100% dampening gravity tweakers on everything in the level and then triggering them with a tag. Time rewind is going to be darn near impossible: you would need anything that can move to essentially leave a trail of breadcrumbs to tell it where it's been. You would need to somehow encode the timing as well as the position into those breadcrumbs (where was it and when was it there) and then you'd need some logic that could read that data and move your objects backwards along the path or crumbs. I'm sure it's possible for somebody who's really good with logic and really determined to make it happen, but not so much for us mere mortals.

For a black hole, you would just stick tag followers on any objects that can be affected. Stick an impact switch set to require tag and stick the tag on the black hole or a bit of holo at its center or whatever. Hook the impact switch into a destroyer. Now the objects will move toward the black hole and if they touch it, they'll be destroyed. You can use the same technique for the magnetize thing.

To increase a bot's gravity, like others have already said, use a downward mover.
2011-02-14 15:54:00

Author:
Sehven
Posts: 2188


thanks sehven! you're a life saver! I'll be sure to mention you in my levels!

PS

Transformers G1 rules! I love to rock my Autobot hat.

actually could you elaborate on the TK energy bar? I'm not up to speed on how to make a HUD that would fit my needs, and I don't know how I can make my telekinesis chip drain energy when its based on the object (I use an advanced mover plus a controllinator and a sensor on the object that can be TKed), and not the sackbot?
2011-02-14 21:17:00

Author:
Rouzeki
Posts: 17


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