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#1

"Changing" Objects...

Archive: 7 posts


Ok, maybe the title is misleading but I didn't know what to call it. So anyway here is what I want to do.
I want the creatinator to shoot stuff that changes other objects in the level. My first thought was that I simply destroy the object and emmit the object I want it to change to at the same time. Sadly I am already stuck at the first part. I put a Tag on the object emmited by the creatinator and a Tag-Sensor connected with a destroyer on the object I want destroy... and it does not work. The objects just stays there silently mocking me but does not shrink as it is intended to do, regardless of how many of my tagged objects I shoot at it.. I dont know what I am missing here. Needless to say, that I am new at the whole creation part of littlebigplanet, so maybe this is a fairly stupid question, but I can't figure it out

Oh and if someone knows a better way to change an object from one look into another, please tell me aswell.

Sorry if that was a question already asked but I couldn't find it on the first glance and there are just soo many pages of threads.
2011-02-15 12:36:00

Author:
Unknown User


Does the tag senzor has the correct range?
But why not use the impact senzor? That much more precise for this kind of stuff.
2011-02-15 12:42:00

Author:
Agarwel
Posts: 207


Does the tag senzor has the correct range?
But why not use the impact senzor? That much more precise for this kind of stuff.

Yeah the range was correct. ( I guess anyways) I tried the impact sensor and I am beginning to think that maybe the object I emmit was the problem. Because it still didn't work until I made the object more broad. But is there a way to limit the impact sensor to a special object. Because I want the effect only to happen when I shoot at it not when I touch it...

Now I just have to work out a way to emmit a new object at the same time.
2011-02-15 12:58:00

Author:
Unknown User


The impact sensor lets you set a tag to look for, so it won't activate when anything else touches it.

Be mindful of the "include rigid connections" option though. This makes it detect when the two objects have collided in any way and not just their materials which the sensor and tag are attached to.
2011-02-15 13:40:00

Author:
Unknown User


Ok! So I finally got my object destroyed and ran into the next problem. How do I get multiple effects out of one sensor. In other words how do I manage to get my new object emmited when the other one is destroyed. I tried putting a direction splitter on the sensor connecting one output to the destroyer the other one to the emmiter. But still my object just vanishes without the new one being emmited.2011-02-15 14:04:00

Author:
Unknown User


Well the problem is that the object is destroyed at the same time as it suposed to emit something
You can perhaps add a delay timer between the sensor and the timer of .1 sec. Still most materials won't be able to be emitted if something else is in their way...

If I had to do this, I would use an external emitter, perhaps placed on a piece of invisible holographic material which was able to follow a specific Tag Key placed on both the old and the new object.
There most likely exist a better way to solve this issue than this though...
2011-02-15 14:13:00

Author:
Slaeden-Bob
Posts: 605


If I had to do this, I would use an external emitter, perhaps placed on a piece of invisible holographic material which was able to follow a specific Tag Key placed on both the old and the new object.
There most likely exist a better way to solve this issue than this though...

Yeah I thought of that possiblity. I just hoped that I could get all the information on one microchip, so if I want that effect on differnt objects in my level I just have to place the microchip and am ready to go. Well I will try the timer thing too though. Maybe I can get that to work.
2011-02-15 14:21:00

Author:
Unknown User


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