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Creating your own grappling hook
Archive: 17 posts
Well, as the title says, does anyone know how to create a grappling hook. I think it sucks that sackbots can't use them. Is there a way to create them for sackbots? I'm guessing to do something with the material tweaker setting on sticky. But is there any stringy like material to emit? | 2011-02-26 00:00:00 Author: rambo3416 Posts: 179 |
It'd be nice to know how to make a retracting zip-line-esque mechanism. | 2011-02-26 00:08:00 Author: DigiOps Posts: 111 |
I think the most stringy like material we have is strings. That's probably about as close as you can get. | 2011-02-26 00:43:00 Author: tdarb Posts: 689 |
I'm pretty certain they can use grappling hooks, In their options, set 'can use grappling hooks' to 'yes'. | 2011-02-26 00:52:00 Author: Epicurean Dreamer Posts: 224 |
I'm pretty certain they can use grappling hooks, In their options, set 'can use grappling hooks' to 'yes'. Nope. Unfortunately, Grapple Hooks are one of the power-ups that Sackbots can't use. | 2011-02-26 00:55:00 Author: alexbull_uk Posts: 1287 |
I'm pretty certain they can use grappling hooks, In their options, set 'can use grappling hooks' to 'yes'. Actually, sadly that option does not exist. 'Can use Grabinators' and 'Can use Creatinators', as well as 'Can use Controllinators' are all options, but due to AI programming issues, a sackbot cannot use a grappling hook (or swim, for the same reason). It's completely understandable given the circumstance, but it is also very frustrating... It would be extremely easy for them to add an exception that recognizes if the sackbot is being overridden by a controllinator or not. Since AI isn't really an issue if the sackbot is being controlled by a player, this would eliminate most, if not all restrictions on sackbots and grappling hooks/swimming. Maybe in an update someday... | 2011-02-26 00:59:00 Author: xero Posts: 2419 |
Not to hi-jack the thread, but any advice on making a quick acting zip-line for a sackbot? Not like the grappling hook. I'm going for a more super-natural feel than a gadget-y one. | 2011-02-26 01:00:00 Author: DigiOps Posts: 111 |
It could be done. I would use a winch rather than a string, 'cuz I think it would look better. What I would do is stick an emitter on the bot and tie it to the R1 button assuming you don't mind trading the grab function for the grapple (if you want to keep grab separate, that's doable too but a little more complicated). Make the grapple in two pieces: one that the bot will grab (which is why we're using the R1 button), and the other that will launch off to the nearest grabbable thing and hook them together with a winch. Now you'll want to stick a follower on the launching part and set it to follow a tag, and then stick corresponding tags on any grappleable surface. Put an impact sensor set to include touching and key it to the same tag and tie it to the winch and to a 100% dampening gravity tweaker. When you hold R1, the grappling hook should emit and your bot should immediately grab it, the launcher will go to the nearest grapplable surface and "stick", and the winch will retract and pull you in. Lastly, put a grab switch on the handle part, set it to inverted and tie it to destroyers on both pieces so that when you let go, the grappling hook will disappear. If you want to make it more like the powerup version, you can stick a tag on your bot and tie the left thumbstick's up/down to it, then place a matching tag sensor on the hook, set it to "signal strength" instead of "closeness", and tie it to the winch. Up on the stick should pull you in and down should let you out (you may need to invert the winch, though). | 2011-02-26 01:05:00 Author: Sehven Posts: 2188 |
More on topic, I have a suggestion that may work to make ends meet. You could use a system that emits an object somehow fixed to the player/sackbot with a winch, set to have a length equal to the maximum distance you want your grappling device to span. Have the tip of the grappler set to 'sticky' with an impact sensor wired to an AND gate. The other input of the AND gate would come from a wireless controllinator. The input would be whatever button(s)/stick output that you wanted to control the in/out movement. The AND gate would then be wired to the winch's 'Directional' movement. Still a theory, but perhaps I'll mess around with it to see if I can get it to work. The only problem I can think of is that I'm not entirely sure how to go about fixating the grappling device to your sackbot. EDIT: When you hold R1, the grappling hook should emit and your bot should immediately grab it, the launcher will go to the nearest grapplable surface and "stick", and the winch will retract and pull you in. Lastly, put a grab switch on the handle part, set it to inverted and tie it to destroyers on both pieces so that when you let go, the grappling hook will disappear. A sensible solution. I like it. | 2011-02-26 01:06:00 Author: xero Posts: 2419 |
Ineteresting, I'm making one! | 2011-02-26 04:24:00 Author: vicander Posts: 13 |
does anyone think they can make a tutorial for this? | 2011-02-26 05:53:00 Author: rambo3416 Posts: 179 |
What about this (keeping with R1 for a sort of "extended reach grab"): R1 with the following functions First function to activate a microchip that includes antigravity, some sort of moving mechanism, and a follower set to follow a tag Second function activates an emitter which emits two pieces of holo on either end of a connector. The bot end includes the tag the bot will follow, the other end with a follower set to tag as well. The corrosponding tags on walls or other various targets. Third, releasing the R1 button destroys the whole thing. For asthetics, wire the joystick you're using to an and gate and connect that to the corresponding limb controlling button for the effect of making the arm automatically point in the direction you're aiming. Any of the make sense or is it completely flawed? lol. I haven't tried testing it out yet. My girlfriend's still playing Sly Cooper... | 2011-02-26 06:18:00 Author: DigiOps Posts: 111 |
I kind of followed sehven's method and it works a little. I don't know if anything can be as crisp as the grappling hook provided by the game, but it works. Maybe as I tinker with it more it can look better. It works but it doesn't look the best. | 2011-02-27 05:00:00 Author: rambo3416 Posts: 179 |
I don't know if anything can be as crisp as the grappling hook provided by the game I very much doubt it. If I were doing this, I would try to add in some kind of flashy gimmick or something to try to hide the fact that it's not as good as Mm's grapple. I'm not exactly sure how I'd go about it in this case because, to be honest, I don't much care for the grappling gameplay, so I can't offer any specific suggestions. | 2011-02-27 06:05:00 Author: Sehven Posts: 2188 |
I very much doubt it. If I were doing this, I would try to add in some kind of flashy gimmick or something to try to hide the fact that it's not as good as Mm's grapple. I'm not exactly sure how I'd go about it in this case because, to be honest, I don't much care for the grappling gameplay, so I can't offer any specific suggestions. Heck yeah!! A sweet sound effect, and a quick color correction change or a flash f light, could go a long way. i'm really not a huge fan of the grappling hook either, but this implementation has a lot of other potential. you could fire a "hook" over an obstacle and drag an object over to you so you can build steps. It could allow you to latch on to anything. Can you put a follower on a sackbot? If so, then use an emitter to fire your "hook" attached to a holo piece by a winch or string, for your sackboy to follow. Now you have a hook that will attach to any surface. spiderman anyone? The gameplay potential for a solid implementation of this would be incredible. | 2011-02-27 07:12:00 Author: tdarb Posts: 689 |
I smell somewhat cooler spiderman levels. | 2011-02-27 07:21:00 Author: DigiOps Posts: 111 |
Can you put a follower on a sackbot? Yes you can. | 2011-02-27 08:39:00 Author: Sehven Posts: 2188 |
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