Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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Need input! Telekinesis/Reticle system idea + rough sketchs
Archive: 14 posts
Howdy guys! Rouzeki here! And I'm back again to bug you about my problems! Please, bear with me. So I'm working on a project titled "GravBot" (not final) that revolves around a (you guessed it) Sackbot that controls gravity. The GravBot will have several abilities at his disposal, most of which will run off a recharging energy bar. *Gravity reduction (the only "finished" ability)... *Anti-Gravity (same as above, only set to 100%) *Magnetize *Black Hole summon *Telekinetic Push And the ability that this topic is about is... TELEKINESIS!!! Yaahhh! The crowd goes ape-doodee! Yeah...this one I'm having troubles with...and they are effecting my mental health. AGH! Here's my dilemma. I have a basic Telekinesis chip that is basically a mover, a gryo, and an anti-gravity chip attach to a controllinator set to "receive signal" (or whatever). It works almost perfectly, but my concerns are this----- 1. Whenever the object leaves the detection radius when I'm controlling it, it is torn from my control, which makes what I want to do in my game nigh impossible. (throw enemies, run with them whilst Tking them, move with puzzle objects efficiently, etc). 2. I figured out that by using the same TK chip setup for Telekinesis, that if two objects are in near to each other, they'd probably be picked up at the same time and mimic each others movements. This is NOT want I want! I realize that I could set every different TK chip to a different TAG sensor, but that seems like it would add to my already growing THERMOMETER. So I thought to myself, maybe I could use an emitter system that emits a "Telekinesis Reticule" that is: 1. Summoned as long as its input button is held down (and disappears when it's not). 2. That can be controlled by the right stick. 3. That cannot leave a certain radius around the player (sackbot). 4. That initiates a state of Telekinesis over its target giving the player control accompanied by a "TK" aura (the reticule disappearing when this happens), Here's a concept image I whipped up on MS paint (the scanner's not working ) http://farm5.static.flickr.com/4150/5451558289_d3f72d9b79_b.jpg So do any experienced LBPers/veterans have any ideas, because I'm stumped.If someone could give me a straightforward, step by step answer I'd be sooo happy!!! <3<3 But if anyone has any pointer they'd be greatly appreciated too! Thanks guys. PS Last minute thoughts here... Would it possible to set up some sort of impact system so that when an enemy or object is thrown from Telekinesis that they would hurt whatever they're hurled into? 4. That initiates a state of Telekinesis over its target giving the player control accompanied by a "TK" aura (the reticule disappearing when this happens) Just to clarify, I don't want the reticule to literally disappear when TK is initiated, I simply want it to no longer by visible (because the TK reticule will be be the transmitter for picking up the object [which will probably be an advanced mover set to a controllinator set on a very small detection radius looking for the reticule's tag). Thanks again. Also, would it possible to make it so that the reticule is summoned relative to which direction the sackbot is facing? | 2011-02-16 23:37:00 Author: Rouzeki Posts: 17 |
It's funny that you sketched that, because I actually built exactly what you sketched (Except the reticule doesn't dissapear when you pick up an object). If you want to see it, just add me. Also, I saw your post on the other topic for a no reticle telekenisis, and I have to say, that idea I came up with is much more efficient than a reticle version, or the one I made. If you want to learn how to make that, just add me, and I will help you out with it. Edit: And you said you wanted to make objects hurt other things when thrown? Easy. Just make an emmitter inside a VERY small microchip that emits VERY small invisible holo with a tag on it. Inside that microchip, make a sensor for the emitted tag and set the radius to .1 and make it inverted. Make that sensor activate a tag in the object that you will use to induce damage. You also might want to make it so that microchip is only on for a short time after telekenisis has been used on it. | 2011-02-16 23:57:00 Author: Daldrez Posts: 63 |
add you? on PSN? | 2011-02-17 00:01:00 Author: Rouzeki Posts: 17 |
Yes, on PSN, so we can play LBP2 together in a level. I am only generally on during the weekends and in the mornings, though. | 2011-02-17 00:02:00 Author: Daldrez Posts: 63 |
ah, weak... don't think you could explain it to me? if you could, could you explain as to how I would need to set up the emitter to do what I want? If you can't, when will you be on PSN next? | 2011-02-17 00:08:00 Author: Rouzeki Posts: 17 |
Probably tommorow morning, and the morning after that, and then all day in two days. I will send you the old version tommorow morning and start working on the new one, too. | 2011-02-17 00:14:00 Author: Daldrez Posts: 63 |
thanks. I'm trying to build one right using your directions i don't understand "Make an invisible holo with a "Telekenisis" tag on it set to destroy when it detects a tag named "Object"." How could I make the "telekinesis" tag set to destroy itself when detects the object" tag? does a destroyer come into play? [EDIT] like this? http://i0.lbp.me/img/ft/1a065a8d1c396b0ebd9e34b35efb05e4476e532a.jpg The upper tag is "Telekinesis" while the tag sensor is set to "Object". | 2011-02-17 00:17:00 Author: Rouzeki Posts: 17 |
I'll give it to you in steps. If there is anything else you don't understand, just tell me, I would be happy to explain. 1. Make a 3-layer invisible holo. 2. Make it have a tag (In a microchip) named "Telekenisis". 3. Make a collision detector set to tag specific, and make that tag "Object". 4. Make that collision detector go to a destroyer. (Dissapear-no effect.) 5. Then just make all of your objects have AND gates connected to the microchip for their controllinator. 6. Make one input into the AND gate be a selector that goes to the on position when the object collides with telekenisis. 7. Make the other input be a HUGE sensor for the tag "Hold". 8. Put a tag inside the sackbot named "Hold" that turns on when the player is holding down the telekenisis button. Edit: Your above edit is good, but you should always use on collide for things like this. Tag sensor works, but like you said, you will occasionally get two objects. On collide stops that from happening. Make sure the collision sensor isn't set to touch, that way it has to go ALL the way into an object to activate it. And also, I don't know if that screen shot is just a test, but make sure the telekenisis "projectile" is a small circle, that way you can always be precise. | 2011-02-17 00:28:00 Author: Daldrez Posts: 63 |
"5. Then just make all of your objects have AND gates connected to the microchip for their controllinator." all of my objects? as in that which will be TKed (jedied)? | 2011-02-17 01:31:00 Author: Rouzeki Posts: 17 |
Wow. Post what you guys figure out so I can improve mine. Mostly worked out, but little tweeks here and there before publishing the final product never hurt. 5. Then just make all of your objects have AND gates connected to the microchip for their controllinator. Why not just attach antigravity and a follower to the objects activated by a tag sensor? Putting a controlinator on each object seems a bit over complicated. | 2011-02-17 01:40:00 Author: DigiOps Posts: 111 |
Followers stop the objects momentum when they are turned off. Using a controllinator is almost the exacty same thing as using a follower, but it is more fluent and works without a reticle. | 2011-02-17 01:53:00 Author: Daldrez Posts: 63 |
Followers stop the objects momentum when they are turned off. Using a controllinator is almost the exacty same thing as using a follower, but it is more fluent and works without a reticle. Ah... Solid. Good point. | 2011-02-17 02:23:00 Author: DigiOps Posts: 111 |
daldrez, could you please explain to me how to set up the emitter on my sackbot, how to make it emit the reticule as long the button is held down, and how to make it appear in the direction the sackbot is moving? also, how would i keep the objects that I'm "TKing" from slipping from my grasp when they leave the radius? because I'd like it so that while being TKed, they can't. DALDREZ, what time zone do you live? I live in california. I was wondering so that I can get up in time for you to help me in LBP 2. Thanks brother. does anyone else have any input? Hello? is anyone there!? so alone... so cold...*ack* but seriously, I'd <3 more advice. Thanks guys. | 2011-02-17 02:32:00 Author: Rouzeki Posts: 17 |
Go fiddle with stuff! lol Maybe, if you intend on having a controlinator on the reticle, hook it up to a destroyer that activates when that button IS NOT pressed? Just a hunch. That's what I've got going in mine. As far as things getting outside your scope of control, I'd try expanding the effective radius around the reticule. Remember, while our tools were greatly adhanced, there are still limitations. | 2011-02-17 07:35:00 Author: DigiOps Posts: 111 |
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