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Following rotations

Archive: 9 posts


Hey y'all!
I am making a new level/game. It's a top-down shooter like thing and I've got a lot of ideas but now I'm kinda stuck

I have a top-down character (no sackbot involved) that must be capable of spawning different sets of arms + a weapon. I achieve this bij simply emitting them and using a follower to follow the character, but the problem is the rotation; if the character rotates, the arms don't! How do I fix this? Or has someone a better way to achieve my goal?
Thaanks
2011-04-19 18:34:00

Author:
ikbeneland
Posts: 57


This is probably not the best way, but have you tried making the arms arcicky so when they emit they attach to the body. Or better yet just having a small section at the base of the arm sticky. You could probably also do this with joystick rotators connected to the movement joystick and followers following tags at the edge of the character. You would need to orient the joystick rotator such that the arms faced the way you wanted while moving, and you may want to add a 0 degrees per secondbasic rotator connected to a not that is connected to the joystick so when you arent touching the joystick the arms stay in place. The problem here may come from allowing the character to turn around too fast.
I hope that helps good luck.
2011-04-20 14:27:00

Author:
Unknown User


Try this... I'm making some assumptions about your character here, but assuming that it is fairly symmetrical and that the arms are being emitted symmetrically, you could use a Look At Emitter on Holo.

Glue the arms to a piece of holo roughly the same size/shape of your character. Place the Look At Rotator in the center, pointing straight up and set to the highest speed and acceleration available. On the character's body, place a tag that the rotator will be "looking" at (place it at the top-most, center postion you can on the body). Now, when you emit the arms (you said you are using a follower, so again... assumptions...), emit them over the center of your character's body. As the body turns, the arm section should follow it.

Dunno if this solution will work for your situation, but I hope it helps!
2011-04-20 14:38:00

Author:
v0rtex
Posts: 1878


on your top down character, place 2 tags in a line extending from your character. Place 2 tag followers on your weapon in the orientation you want the gun to be in. 2011-04-20 15:29:00

Author:
nunsmasher
Posts: 247


Try this... I'm making some assumptions about your character here, but assuming that it is fairly symmetrical and that the arms are being emitted symmetrically, you could use a Look At Emitter on Holo.

Glue the arms to a piece of holo roughly the same size/shape of your character. Place the Look At Rotator in the center, pointing straight up and set to the highest speed and acceleration available. On the character's body, place a tag that the rotator will be "looking" at (place it at the top-most, center postion you can on the body). Now, when you emit the arms (you said you are using a follower, so again... assumptions...), emit them over the center of your character's body. As the body turns, the arm section should follow it.

Dunno if this solution will work for your situation, but I hope it helps!

Thanks, I tried this already though, but there is some kind of delay between the body and the arms, so the arms seem to kinda float around the body a bit..


This is probably not the best way, but have you tried making the arms arcicky so when they emit they attach to the body.

Tried this as well, but the arms are thin, so they don't do the sticking..
2011-04-20 17:19:00

Author:
ikbeneland
Posts: 57


Thanks, I tried this already though, but there is some kind of delay between the body and the arms, so the arms seem to kinda float around the body a bit..

Did you have the follower's speed turned up all the way? If you do, there shouldn't be a delay.
2011-04-20 18:41:00

Author:
shane_danger
Posts: 283


Did you have the follower's speed turned up all the way? If you do, there shouldn't be a delay.

Yes I have all speeds at max, both followers and rotators. The delay only occurs with the rotation though, following works fine
2011-04-20 19:14:00

Author:
ikbeneland
Posts: 57


Probably an inefficient way of doing it, but you could have the player ride on an invisible controllinator, and have an emitter for every combination (depending on how many combinations are available). When it changes, have the old one disappear and emit the new one.2011-04-21 02:13:00

Author:
Brannayen
Posts: 438


okay, ignore me :'(2011-04-21 05:32:00

Author:
nunsmasher
Posts: 247


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