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#1

Make something grabable and slippery?

Archive: 7 posts


I want to make an object that you can hang from but slowly slip down then off, is that possible?2011-03-18 23:19:00

Author:
Gutz
Posts: 175


I'd put the following on an object:
- Material tweaker to make the object grabbable. Other setting don't really matter.
- A grab switch hooked to input gate #2 of a 2-gate selector
- A chip on each output of the selector
- An anti-grav tweaker on chip 1 (which is default on), set to 100%/100%/0
- An anti-grav tweaker on chip 2, set to 100%/0/0
- A simple mover on chip 2, set to -7 or -8 vertical speed and a very low acceleration (1-10%)

What will happen here is that per default the object will hover in the air, practically immovable by any outside force. When the player grabs it, state #2 of the selector is triggered permanently and the object will very slowly start to move down ('slipping&apos until it reaches free fall speed.

Don't bother with the friction setting of the material tweaker. You cannot gradually increase it.

Edit: never mind. I misunderstood your question. I thought you wanted a grabbable object that starts sliding down when grabbed, not the player slipping.
2011-03-19 00:26:00

Author:
Antikris
Posts: 1340


You can probably put a grab sensor on the material which is connected to a sequencer, with the same wire linked to a not gate wired to the reset input, which could enable a material tweaker set to "not grabbable" after a certain amount of time. It probably won't show you slipping off, but it could get you to lose grip of the object. I haven't tried it myself, so I don't know if it works.
Edit: never mind, someone else beat me to it btw, i think he means the player slipping off, not the object falling down
2011-03-19 00:30:00

Author:
Shuriken_Star
Posts: 114


I'd put the following on an object:
- Material tweaker to make the object grabbable. Other setting don't really matter.
- A grab switch hooked to input gate #2 of a 2-gate selector
- A chip on each output of the selector
- An anti-grav tweaker on chip 1 (which is default on), set to 100%/100%/0
- An anti-grav tweaker on chip 2, set to 100%/0/0
- A simple mover on chip 2, set to -7 or -8 vertical speed and a very low acceleration (1-10%)

What will happen here is that per default the object will hover in the air, practically immovable by any outside force. When the player grabs it, state #2 of the selector is triggered permanently and the object will very slowly start to move down ('slipping&apos until it reaches free fall speed.

Don't bother with the friction setting of the material tweaker. You cannot gradually increase it.

Good solution, but I'm not sure that's the exact problem Gutz was trying to solve.
If I understood correctly, he wants the player to fall off, not the object itself to fall.
Also in your solution it does not reset when the player lets go.

My simple solution would be to connect a grab sensor to a timer set to forwards/backwards, where the time indicates how long before you slip. Now make a not gate and connect the grab sensor to it, then connect the not gate output to the reset of the timer. Now make 2 material tweakers, 1 grabbable and 1 not grabbable. Connect the output of the timer to the first. Now make a not gate, connect the output of the timer to it, and then connect the output of the not gate to the second material tweaker. This lacks any kind of indication that you will fall, so you'll need to put some sounds in or visual effects to make it better.
2011-03-19 00:38:00

Author:
thor
Posts: 388


yeah I'm working on a cave section and I want to to make the stalagmites grabable but the longer you hold them you start to slip down until finally you slip off.2011-03-19 08:18:00

Author:
Gutz
Posts: 175


I am not sure if this is what you want but I have put my take to this level (http://lbp.me/v/yc3h7-).

I don't explain it now as it is pretty complicate and buggy and I am trying to work better version of it.
2011-03-19 10:57:00

Author:
waD_Delma
Posts: 282


Good solution, but I'm not sure that's the exact problem Gutz was trying to solve.

Yeah, I noticed that when I reread the post. However, all of my logic could be applied to an invisible piece of hologram (made grabbable by a material tweaker, of course), which IMO will make for a slipping sackboy. You are right, though, I didn't think of a reset (players need a second chance when failing).

The reset could be a Follower behind selector output #1, following a tag at max speed. Wherever you want the slipping object to reappear, place corresponding tag in the background.
2011-03-19 11:00:00

Author:
Antikris
Posts: 1340


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