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Custom Fire
Archive: 14 posts
Instead of using the lethalize tool, im attempting to create a custom fire affect. Maybe like a flamethrower obstacle or something. Can someone explain how to create custome fire? | 2011-03-18 01:15:00 Author: rambo3416 Posts: 179 |
Instead of using the lethalize tool, im attempting to create a custom fire affect. Maybe like a flamethrower obstacle or something. Can someone explain how to create custome fire? Are you going to 'fire it? or is it just for background decoration? | 2011-03-18 01:34:00 Author: Sean88 Posts: 662 |
Id like to emit from something as an obstacle. Could even be a weapon. I just want to know how to create the affect | 2011-03-18 02:02:00 Author: rambo3416 Posts: 179 |
Id like to emit from something as an obstacle. Could even be a weapon. I just want to know how to create the affect Ok a quick way to make a fab flame thrower. First make a small 2x2 polysteryne block. Onto in place a microchip. Onto the chip place a grab sensor connected to an emmiter. Now to make the bullet.- Make a 1x1 cube of cardboard and use the flame tool to make it on fire and onto this attach a mover with a high speedc like 25. Now capture this as an object. Ok, back to the emmiter:- set the object it emmits as this flaming bullet you just made and place it just above the polystyrene block it emmits from. Now set the emmiter to- LINEAR VELOCITY-5.0, INPUT ACTION-emit once, LIFETIME-0.2, MAX EMMITED AT ONCE-40, DESTROY OLDEST-Yes, CREATE EFFECT- Expand, DESTROY EFFECT- Dissapear). This will launch a convincing flamethrower effect. It works because the actual emmited object has a straight mover to make it fly in the set direction. (this is the trick to firing straight bullets) Its not the emmiters angular velocity, its the bullets mover speed. Try it and let me know how it works | 2011-03-18 02:31:00 Author: Sean88 Posts: 662 |
Ps- The trick to actually making a player controlled effective firing mechanism for an emmiter is the INPUT ACTION. If its set to emit once, its like a fire button- it will only emit once, every time the block is grabbed. If you want a sustained blast, set it to On/off (but you will need to adjust hee emmiters tweaks. Remember if you set the emmiters lifetime to tiny (0.1) the bullet may still travel a good distance as it has its own speed set by the mover on it, however the bullet might not be noticable, just the flame effect | 2011-03-18 02:38:00 Author: Sean88 Posts: 662 |
You want fire without lethalize tool? The closest I can come up with is; make a fire pattern out of orange hologram, and place a micro, on to the chip place a danger tweaker set to fire and custom sounds. | 2011-03-18 02:46:00 Author: kvbkvb Posts: 63 |
Setting the emmiters FREQUENCY to 0.0 and the INPUT ACTION to ON/off will give you your sustained flame thrower. To have one generated on the landscape constantly use the same setup, but instead on the grab sensor, attach a battery to the emmiter. Or to set it off when a player comes in range attach a player sensor to the Emmiter. Oh lastly mate- something you may find cool is this- Instead of the grab sensor use- A PLAYER SENSOR at max range 11 connected to a NOT GATE connected to the emmiter. The not gate makes it so, its emmiting, but when you come in range it goes off (NOT emmiting) | 2011-03-18 02:49:00 Author: Sean88 Posts: 662 |
Thanks for the responses. Can't wait to try it. One thing I forgot to mention. I don't want the fire to kill the sackbot instantly. I only want the fire to subtract from the sackbot's health bar. I figured, based on my health system I have set up, I would place tag on the fire that would act as one hit to my sackbot each time I make contact with the flames. Don't know if I explained that clearly, but I just don't want the flames to kill me instantly. | 2011-03-18 03:24:00 Author: rambo3416 Posts: 179 |
Ok buddy. so you basically want a flaming bullet that uses real flame, but damages, rather than kills a sackbot. OK, YES IT IS POSSIBLE Step 1. you can use the exact same emmiter setup as before. The trick is all in the bullet and optical illusions to a degree. See, first you ask, how can a flaming bullet only injure when fire instantly kills sackbots.... Here is how its done... Right, Make a 1x1 square of cardboard and use the flame tool to set it alight-make it flat. Now, make another block of holographic material (1x1) and one layer thick. Onto this one place a microchip. Open this chip and place the MOVER (as before). But This time place a Red Tag on the chip too. Now heres the clever bit, if you make the holographic material brightness 0, in play mode, you wont see it, but it as it has the red tag on it it can still be sensed by the Red tag sensor on the sackbot. (an invisible Tag). The sneaky bit is that cause you have set the flat 1x1 block on fire to flat, it cant actually damasge the sackbot (its purely visible only) Now, glue the holographic cube onto the burning flat cardboard square, copy the whole thing asd an object, and set the emmiter to emmit this. HEY PRESTO, a working ball of flame. -HOW IT WORKS--- The flat cardboard backing part still is visible and on fire so thats the part you see in play mode, however as its a thin layer it doesnt collide with anything. However glued in front of that is a holographic block that doesnt collide with anything, yet it has on it the RED TAG thatg will be thected by the sackbots tag sensor. As in play mode its invisible, all the player sees is the burning square part, so you slill get the burn effect Hope that helps | 2011-03-18 04:14:00 Author: Sean88 Posts: 662 |
Sorry, i meant to inclusde, The holographic block part should b e set to 0, so you wont see it :-) | 2011-03-18 04:19:00 Author: Sean88 Posts: 662 |
Another approach is to simply fire-proof the sackbot. If you put a tag on your fire bullets, and put an impact sensor set to include touching and to read the fire bullets' tags, then hook the impact sensor into a flame lethalizer on the bot, the bot will light on fire when he gets his, which makes him immune to being killed by the fire. If your bullets are fast enough and spaced out a bit, the effect will be over so quickly, you won't even notice it. | 2011-03-18 04:23:00 Author: Sehven Posts: 2188 |
Dude!!! Perfect.... Makes a lot of sense. Thanks a bunch man.....I'll start playing the game in a few minutes and try it out. Sometimes, it's like, "why didn't I think of that?" Maybe I still have to grasp and understand, just how much you can do in this game, and understand how everything works. Maybe you should make this a tutorial. You explained it pretty well. | 2011-03-18 04:25:00 Author: rambo3416 Posts: 179 |
thankyou buddy. And thankyou Sehven for the igniting sackbot advice too. Yeah, any time you need help just ask | 2011-03-18 13:31:00 Author: Sean88 Posts: 662 |
...Make a 1x1 square of cardboard and use the flame tool to set it alight-make it flat... You could also just use the fire projectile in the projectiles section of popit - emitting that quickly and at high velocity makes for a fairly convincing flame-thrower effect. | 2011-03-18 18:58:00 Author: Aya042 Posts: 2870 |
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