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Pick-Up/Drop Weapon(Holograms)

Archive: 5 posts


I have made a level with the player having a weapon(aiming system)from the start.

The player than have choices to upgrade to other weapons by purchasing them from a store.How would I do this?

Making the player pay (from their score) for the new weapon and drop their previous weapon?

Here's what I've used for the aiming system,I then attached a hologram gun to one side.

http://www.youtube.com/watch?v=d7Vi1Q2e000

I've also noticed the same mechanic seen in AHMADRED's zombie levels,it's the same concept but I have a menu to select which guns you want.

http://lbp.me/v/xb3jqt

Thanks in advanced,

PE27

If you want to join my and help me,feel free to add me.

I have a keyboard and mic aswell.
2011-03-13 16:49:00

Author:
PatriotEyez27
Posts: 34


If you're doing it via a selector, have the selector activate a labeled tag and a 1 shot/infinite lifetime emitter to emit the gun. On the selector ports have labeled tags like Gun 1, Gun 2 etc - on Gun 1 you'd want an inverted Tag sensor that receives the signal from Gun 1 to a destroyer, so that as soon as Gun 2 or Gun 3 are activated, Gun 1 destroys itself, and the next labeled Gun tag turns on. The guns can only exist while their tag is active because the matching inverted tag sensor is not active while it's coinciding tag is being kept ON by the selector.

If you want it to operate off 'purchases' then you'd need whatever menu buttons activate the guns selector port to run through an AND gate and a tag sensor that gets turned on when the gun is purchased. Have a 'Gun 2 purchased' tag sensor going to an AND gate with your menu select-and-confirm button in the right selector input, so that you can't equip 'nothing' by trying to equip a gun you don't have yet.
2011-03-13 17:07:00

Author:
Unknown User


Thanks,that helped alot!

So now about the enemies,they're these little furry creatures that follow the players but I have 1 problem.

How would I make the creatures follow everyone instead of just the one I have a tag on?
2011-03-14 01:27:00

Author:
PatriotEyez27
Posts: 34


If your sackbots are being controlled by players (ie: 1 to 4 players) with different tags, you actually can have the enemies just follow player instead of follow waypoint or follow a tag. Player sensors still work even when the player is in a controlinator, and so will the regular follow player settings. It will usually target whoever's closest, and can get confused if two players are exactly the same distance from the center, but it can at least switch from player to player based on what's happening, without you having to make different following AI for different waypoint and tag colors.

If it's on a piece of holo that's following the sackbot, just make sure the follower is to set to allow layer switching, and is a thick piece of holo. If the control seat is on the front of a thick piece of holo, the layer the holo is in, is the layer your player is in. That's a good thing to remember when you make any player tracking.
2011-03-14 09:41:00

Author:
Unknown User


Okay,about gun emitting.

I think I got it but there's a delay,when I get the new gun,the old gun stays for a second :S
2011-03-25 22:05:00

Author:
PatriotEyez27
Posts: 34


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