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

Needing help with picking up and dropping...

Archive: 5 posts


I have been trying to create the logic in my level but I'm having nothing but problems with it and have resorted to coming on here to see if anyone can shed some light on the matter.

Imagine the scenario... You need to fuel the rocket so it will take off. So first you need to pick up the fuel cells and drop them into a fuel silo, that then counts up how many fuel cells have been drop in. My original idea was that I would use a sackbot with a jet pack, with logic that would pick up a fuel cell and then release the fuel cell when hovering over the fuel silo... As you are all aware sack bots cant be equipped with a jet pack... back to drawing board, OK So I have created a small hover vehicle that will shoot a laser depending on the direction it is controlled ie left and right, up on the analog stick will power the craft up, no down control, but with using dampening it creates a nice low gravity effect.

So far so good...

Here is the problem. I can pick up a 'holo' fuel cell (using a tag under the vehicle and a follower on the fuel cell) But I am running into numerous glitches and bugs in trying to enable the fuel cell to 'drop' into the silo when the vehicle is over it. At any height preferably. My last attempt was another colour of follower on the fuel cell that would guide the fuel cell into the silo, at the same time would also switch off the follower tag that is set to follow the vehicle.

That would sort of work maybe once or twice then it would glitch out and stop working... maybe it's a problem with LBP2. I have run into other problems already concerning tags and emitters and have had to sadly abandon ideas and levels.

I think I may have to just set up a sackbot, a healthbar and grabinators to jump over platforms and other hazzrds rather than have a hovering vehicle and flying hazzards.


Do you know the old Spectrum game Jetpac? The idea is 'loosly' based on it, though it is only a small part of my larger level
2011-03-16 15:47:00

Author:
stuk71
Posts: 86


Have you considered not using holo for the fuel cell? You could create the fuel cell out of something that has mass, and just let gravity do its job.2011-03-16 16:28:00

Author:
Shanghaidilly
Posts: 153


For the flying vehicle; (I came up with this trick and use it a lot.) Create a bar of hologram (width does not matter) with about the height of how high you want the vehicle following you. Place a tag on the top of the holo. Place a follower to follow the player at the bottom. Now make the vehicle follow the tag. (Make sure the holo is invisble)2011-03-17 05:24:00

Author:
kvbkvb
Posts: 63


Why are you not just relying on the player's sackboy itself, strapped in a jetpack? Then it is just a simple matter of grabbable fuel cells, tagged, and a tag sensor in the silo that is set to require X number of tags.2011-03-17 12:47:00

Author:
Antikris
Posts: 1340


Try this: Equip the holo pieces with the tags and the hovercraft with the follower(You can label them something like "Pick up"). Make a 0% brightness holopiece in the center of the silo(make sure that this is in the same layer as the fuel holos) and place a tag on it called something like "Drop". Then you wire the "Pick up"-tags on the fuel holos with inverted impact sensors that are set to react when touching materials containing the "Drop" tag. As soon as the fuel cells impact with the invisible bar in the silo, it should make them drop.2011-03-17 20:58:00

Author:
Discosmurf
Posts: 210


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.