Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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Mid-boss Help for Dummies
Archive: 7 posts
Hello my helpful friends. I am busy working away on my level and have more or less mastered all the simple pieces of logic. My characters speak only once when I want them too, simple push/pull/tag detection puzzles are working great. Now, I have stumped myself. In my level I have a farm piece. In front of this farm sits a lone chicken. I have gone Zelda on it and set this chicken up so that when a player shoots it 50 times, the floor breaks away revealing some hidden items and points. This all works great. I also want to have the death of the chicken trigger a "chicken cannon" which rises from the ground and begins to shoot lethal chickens (or possibly eggs) at the player. I know how to make the cannon. I know how to make it shoot projectiles that home in on the player. What I do not know how to do it make the cannon rise from the ground (or from behind another item in the scene.) Can anyone share examples on how to get this done? | 2011-02-24 15:55:00 Author: Unknown User |
It depends on if this is a platform level or a top down level. If its top down an in-out mover should work, but if it's top down perhaps a basic mover or a piston? | 2011-02-24 15:59:00 Author: Captain Posts: 92 |
Could you clarify what exactly you're after? Is it the logic to get it to work, or the mechanics? I'm just not sure exactly what you're asking. | 2011-02-24 16:25:00 Author: Shanghaidilly Posts: 153 |
Well whatever the ground is made of, make a small section of that material that isn't really connected, just sits there. When the chicken gets killed you could have a destroyer set to explode that piece and the cannon then could rise up on a piston or something where the ground used to be. | 2011-02-24 16:32:00 Author: Kitkasumass Posts: 494 |
My level is a side scrolling level. I think I need a bit of help with the logic and the mechanics. What I am looking to accomplish is creating a way to have an enemy appear upon the death of the trigger (in this case the chicken). I don't want it to just appear via an emitter. I'd like it to rise up from the ground, position itself, and then begin to fire. Was thinking a mover would do the trick and I plan to try that shortly. I was looking for advice or examples from those who have done something similar. | 2011-02-25 02:10:00 Author: Unknown User |
Put a tag on the chicken and a tag sensor on the cannon. Invert the tag sensor (or alternatively route it through a not gate) so the signal becomes true once the chicken dies. Use this signal to raise the cannon. A stiff piston set to directional can make an object rise or sink when it gets a signal. This is different than the standard on/off setting that would have the piston start cycling. You can eliminate the floor in a similar manner. Alternatively, you could hid the cannon behind a thin layer (for example in a barn). Remove the thin layer (either destroying it or sliding it out of the way with the piston trick mentioned above) and use an in/out mover to bring the cannon to the plane of choice. | 2011-02-25 02:42:00 Author: dcf Posts: 468 |
Ah! Inverting the tag sensor is brilliant! Thanks for the suggestion. | 2011-02-25 02:45:00 Author: Unknown User |
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