Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Tutorials
#1

In-Game Attributes (Sackbot Lives)

Archive: 20 posts


<3In-Game Character Attributes<3

Do you ever wonder how to make a floating life count? Here's a tutorial on how to do just that!
1) First, you have to make the sackbot.
-Place a sackbot and open the circuit board up
-Place a tag on the circuit board of the sackbot
-Make a square hologram and tweak it to 0% brightness
-Place a microchip on the holo and place a follower. set the follower to 'follow tag instead'
-Then, place a Controlinator in the middle of the holo and tweak it to remote control and then copy and paste a second one ( make sure it's a copy of the one on the holo) on the sackbots circuit board and tweak it to receiving.
-Then set the receiving controlinator to 'override sackbot'
-Your done!
2) Now for the attributes.
-First, you must make a rectangular thin block of holo set to 0% brightness. Then connect that block to Step 1's block by drawing holo to touch each other.
-Then you add whatever shape(s) you want to the invisible rectangle holo (hearts will be the object used for this tutorial)
-Place however many hearts you want to represent the lives you have. I am using 3.
-Place a microchip on Step 1's holo and place 3 projectile sensors. one sensor will be set to 1, the next to 2, and the last to 3.
-Place a destroyer on each heart and tweak it to which ever effect you please. connect the projectile sensors to each destroyer.
3) Now for the final step... JK! You're done! If you guys want more tutorials just ask on any of my threads.

EDIT: if you know how to make a health bar out of a timer then you can place the HB on a peice of hologram and then glue it to the place where the hearts are supposed to be. then place a destroyer so that when the bar runs out. it explodes and then you can set it to kill you too when it runs out.
2011-02-20 02:14:00

Author:
LBP2_Tutorialist
Posts: 225


Thanks! I was trying to play around with this kind of thing, but I'm not an advanced creator, I'm merely a beginner. So this helps a lot2011-02-20 17:07:00

Author:
LittleBigLearner
Posts: 81


This could be useful. I wonder though, how you would make it so, for example, you stepped on electricity, instead of killing you, it'd take up a heart? You know, like the MechaPup, etc. in Avalonia?2011-02-21 06:15:00

Author:
kvbkvb
Posts: 63


This could be useful. I wonder though, how you would make it so, for example, you stepped on electricity, instead of killing you, it'd take up a heart? You know, like the MechaPup, etc. in Avalonia?

It would only work on sackbots if you had something that emmited under the sackbot when it is on the electricity for two reasons: 1: To simulate the sackbot is actually stepping on the electricity (If this is not done, Sackbots will die within one step) 2: So that you have a life taken from your health bar every time you step on it.Since this emmited object would only emit when the sackbot steps on the material, the material would only take away a life when it is stepped on within close proximity.
2011-02-22 02:06:00

Author:
grayspence
Posts: 1990


Or you could leathalize the Sackbot when it steps on the hazard so that it doesn't die straight away.2011-02-22 02:13:00

Author:
Super_Clone
Posts: 849


Or you could leathalize the Sackbot when it steps on the hazard so that it doesn't die straight away.

Yes, I suppose that may work, however, a electrical sackbot wouldn't look very good in a level, would it? If sackbots could have the invincible setting on it's circutboard, and if it's hit too many times, a destroyer denotates, killing the sackbot with The littlest amount of effort.
2011-02-22 03:15:00

Author:
grayspence
Posts: 1990


I guess that it may dampen the visuals a little bit, but since you'll only be leathalized when standing on each specific hazard, you won't really notice. It's not as if an electrocuted Sackbot is given a different costume, the only difference is that it gives off a glow, which will easily blend in. Except for that stupid plasma. Plasmafied sackbots look so ugly! Ughh...2011-02-22 03:30:00

Author:
Super_Clone
Posts: 849


Seems great for a new idea I have in mind, thanks for the contribution 2011-02-23 00:52:00

Author:
CurseShooter
Posts: 5


Or you could leathalize the Sackbot when it steps on the hazard so that it doesn't die straight away.

you are right. you could make it so that when it enters the range of the dangerous material it automatically changes to that dangerous material. all you would have to do is use some tag and tag sensors and a bunch of different danger tweakers. i could try to do that. i will confirm if this can work. i will reply to your post when i do test this out.
2011-02-24 01:14:00

Author:
LBP2_Tutorialist
Posts: 225


Impact Sensors work also!2011-02-24 12:49:00

Author:
Super_Clone
Posts: 849


i tried impact sensors but if you are falling to fast the speed can beat the impact sensor somehow... i don't know if its just me yet.2011-02-25 03:06:00

Author:
LBP2_Tutorialist
Posts: 225


This thread is about 2 months old now, I am hoping to somewhat revive it....does anyone have a way yet to lose a life from, say falling in a fire pit, not impact sensors, emitters, etc?2011-04-22 22:06:00

Author:
flyinhawaiian
Posts: 357


Hmm... I would start to play around with invisible light matter, and cap off the surface of the fire pit with it. You'd still have to attach a microchip with an impact sensor to it, but your sackbot would never actually touch the hazard. Because of this it'd be 100% safe to fall on or just touch, you would have to set up how you want the sackbot to react with some tags and things. I would have the bot leathlise for a split second, animate a hands up in the air sort of thing and a mover that makes him bounce a little. Also a cooldown to deal with a short time of invincibility.

If you are following the bot with the main character the hazard should still vibrate the controls, although you can never really touch it.

If its a moving platform, try to get cardboard invisible and encase it...

I have something similar in my stage 'Miserable Flying Weather', its not a sackbot but when the car is struck by lightning or plasma it registers as a hit but can't be hit straight away again. The car does have some invisible cardboard with impact sensors on it also to deal with some other stuff.
2011-04-22 23:34:00

Author:
Mr_Fusion
Posts: 1799


whenever my R/c sackbot touches a projectile, it automatically dies, instead of a heart being destroyed, any theories?2011-05-10 00:30:00

Author:
flyinhawaiian
Posts: 357


whenever my R/c sackbot touches a projectile, it automatically dies, instead of a heart being destroyed, any theories?

Is the projectile sensor hooked up to a counter? What is the set up?
2011-05-14 08:09:00

Author:
Mr_Fusion
Posts: 1799


Well done. A well put together tutorial. Could you mabye do one for sackbot attacks and killing sackbot enemies with your sackbot attacks.2011-05-14 17:03:00

Author:
craigmond
Posts: 2426


Yeah sure! I've been playing with this type of thing using different methods. I'd be happy to share them.2011-05-17 01:59:00

Author:
LBP2_Tutorialist
Posts: 225


Hmm, i found these tutorials very helpful, you should do more (:2011-05-26 16:41:00

Author:
TheLittleSoAndSo
Posts: 181


This could be useful. I wonder though, how you would make it so, for example, you stepped on electricity, instead of killing you, it'd take up a heart? You know, like the MechaPup, etc. in Avalonia?



I feel like if you set a Material Tweaker on the Sackbot's circuit board, and set it to indestructible, that'd keep it from killing you. Then, you set up an Project sensor on the sackbot's circuit board, tweak it so it only responds to electricity and hook it up to a counter set to count to one, which you then hook up to the heart. Be sure to invert the counter though so that it only turns the heart off when it's activated.

Also, you may want to set Tags with separate labels on each heart. For example, if you have three hearts, you'd have three separate tags that for example would be labeled "Heart One", "Heart Two" and "Heart Three". You'll need 2 inverted tag sensors each set to detect the "Heart One" tag and the "Heart Two" tag, as well as two more counters. Set both counters to "1" and hook one up to the tag sensor labeled "Heart One" and one two the tag sensor labeled "Heart Two" Then hook the counter up to the tag for "Heart One". Touching electricity will activate the inverted counter, which will then turn off the first heart.

Now you need two AND switches, ech with two inputs. Link the Projectile Sensor's output to the first input of each AND gate. Hook the outputs of the AND gates to the counters hooked to hearts two and three, respectively. for the second heart, hook up the output of the Tag Sensor labeled "Heart One" to the second input of the AND gate. Do the same for the third heart, only with the Tag Sensor labeled "Heart Two".

This way, the second heart will only turn off when you hit electricity and when the first heart is turned off.

Finally, place a third inverted Tag Sensor labeled "Heart Three" and wire it to a Destroyer tweaked to kill your sackbot in whatever manner you desire.

Basically the entire setup runs like this:

Touch electricty->deactivates first hologram heart.
Touch electricity again->deactivates heart 2.
Touch electricity a third time and the destroyer is activated, killing your sackbot...

EDIT: technically, I need to actually try this out, but I feel like it's theoretically sound...
2011-08-03 02:09:00

Author:
Unknown User


I feel like if you set a Material Tweaker on the Sackbot's circuit board, and set it to indestructible, that'd keep it from killing you.
EDIT: technically, I need to actually try this out, but I feel like it's theoretically sound...

Material tweakers dont change any of the sackbots properties except its grabability.
2011-08-04 06:26:00

Author:
LBP2_Tutorialist
Posts: 225


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.