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#1

Emitting in top-down

Archive: 10 posts


Update: This has been solved, thank you! A few posts down I have new questions!


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Ok so I'm venturing out of my comfort-zone with the level editor (aka away from basic 2.5d platforming) and I've run into a couple issues.


Right now I'm just trying to make a very basic tower defense level. It's not anything I even plan on publishing, i'm just trying to learn the mechanics so I can then tweak said mechanics into something a little different --hopefully. But this is my first time working in "top down" so I'm having a bit of trouble.


First thing I did was make my background. Just a thin layer of brown metal on the furthest back 'thin' plane. And then, on the closest thin plane, i made an arrow with a controlinator, anti-gravity, an emitter, gyroscope... and I think that's it. It will eventually be a remote input, for now that doesn't matter.

I made the emitter emit a basic block, that is on the furthest back plane. I put a object tweaker on it and set it to sticky. I also set the furthest back thin plane metal background to sticky.


The problem is when my arrow emits this thing (which eventually will be a tower) it doesn't stick to the background. What I want is this arrow to emit the 'tower' on the background and for it to stay right there. Why isn't it sticking? Do I have to stick some dark matter on it and have it float? I'd prefer to stick, for some reason, even though I guess it would be the same thing.

Im sure i will have some more questions down the line (like as of now I'm not sure how to make a turret only shoot when enemies are nearby...) but I will mess with the logic to try to figure it out before coming here looking for more help.

Thanks in advance for any help anyone can give.
2011-02-21 08:53:00

Author:
Unknown User


I'm not sure you can emit an object and have it stick or be directly connected with anything else that is always in the level (by ropes/pistons etc) You will either have to go with the dark matter route which you suggested above or emit the object with an anti grav tweaker already attached to it with the required settings so it doesn't move. (dampening 100% etc)

Hope this helps

Littlebig Peggles.
2011-02-21 10:04:00

Author:
Unknown User


Yep, you're just missing the anti-gravity tweaker. Good luck, I'm still in the process of making my TD, and it's getting absolutely ridiculous (if you've seen my pics of my logic.....yeah...not fun...)2011-02-21 10:11:00

Author:
SSTAGG1
Posts: 1136


That sticky option doesn't work that way: it only sticks objects that are at same plane.

I would use antigravity tweaker to your tower as Peggeh said.
2011-02-21 10:19:00

Author:
waD_Delma
Posts: 282


Thank you for the solutions guys, both work perfectly.



I am on to new problems though, if anyone has any ideas i would really appreciate it.


1. What I want to do is make it so my basic tower costs 100 points. I have figured out the logic to have my pointer (what the controlinator has you control) only emit when there is 100 points, but i can't figure out how to then have it deduct from the overall total. So once you hit 100 points as of now you can build an infinite amount of towers.

2. The emitted towers clip into each other. Is there any way to stop that from happening? Like, as of now, I can drop 20 towers on the same exact spot.


Thanks in advance for any help. Im trying to figure stuff out on my own, and i've been through the tutorial list here several times. Also, im sure i'll have more questions as I get further into this project.
2011-02-22 00:57:00

Author:
Unknown User


You need an AND gate using :
- an inverted teg sensor that senses a tag located on each turret
- a score sensor
- the button which activates the spawn

Put AND output to score changer and emitter. Now turrets will only emit when placed away from others, and each emit will cost you.
2011-02-22 02:15:00

Author:
SSTAGG1
Posts: 1136


Thanks for the quick reply . I am a bit lost, as im still very amateur with this level editor. What is the inverted tag sensor accomplishing? That's what confuses me.


I can (and will) try this step for step, but I guess I still don't quite grasp the logic of it.


Edit: It worked perfectly. I still don't quite understand what the inverted tag is doing though. If you could explain that would be great. In any case, thank you thank you thank you!
2011-02-22 06:51:00

Author:
Unknown User


It should turn off the AND gate when a turret is in range (make range the shortest distance between turrets). Thus preventing any further action.

I have another method that is fairly easy, but give me some time to get a proper explanation ready. What it has is a cursor and a floating holo with emitters. This floting piece 'snaps' to tags designating build areas, giving you grid building using a free moving cursor. It follows the cursor, but will focus on those build spots.
2011-02-22 07:51:00

Author:
SSTAGG1
Posts: 1136


While the thread is open, another thing you may want to consider is making your background on the first thick layer. This will allow you to use a thin layer for your cursor and it will allow you to pass between your towers and the background with it. this comes in handy if you want to move the cursor under the tower to select it for upgrades.2011-02-22 09:07:00

Author:
tdarb
Posts: 689


It should turn off the AND gate when a turret is in range (make range the shortest distance between turrets). Thus preventing any further action.

I have another method that is fairly easy, but give me some time to get a proper explanation ready. What it has is a cursor and a floating holo with emitters. This floting piece 'snaps' to tags designating build areas, giving you grid building using a free moving cursor. It follows the cursor, but will focus on those build spots.

If you could take the time to explain that i would be most appreciative. I wanted to have a more free-build approach, but im running into problems all over the place. Like as of now I can build right in the middle of the path. Also, i can now build towers on top of each other again, im not sure what happened. And... sometimes it deducts the 100 points but a tower isn't built.


So much to learn! So much to fix
2011-02-22 20:32:00

Author:
Unknown User


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