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Solid Hologram?
Archive: 18 posts
Hello guys, how can I make a hologram material solid, so that a fireball hits it and doesn't go threw? | 2011-04-21 03:30:00 Author: Unknown User |
There's a material called 'Neon' that is the same as hologram but solid. Also, be careful where you post, this the LBP Help not LBP2 | 2011-04-21 05:27:00 Author: SR20DETDOG Posts: 2431 |
Just realized that, thx. The neon doesn't become invisible. | 2011-04-21 06:30:00 Author: Unknown User |
Just realized that, thx. The neon doesn't become invisible. Do you just want an invisible solid material or one that can be both visible and invisible? | 2011-04-21 06:56:00 Author: SR20DETDOG Posts: 2431 |
Stay invisible, but solid. The reason I want to do this, is to put it in front of my sackboy, sorta like a shield, so he dies when the projectile sensor is full, since I just couldn't figure out a way for my sackboy not to die after being hit by a fire projectile directly. So, basically a fire projectile sensor & a follower on shield, destroyer on sackboy. | 2011-04-21 07:13:00 Author: Unknown User |
You could make the fireball disappear when it touches some hologram. | 2011-04-21 07:24:00 Author: tomodon246 Posts: 624 |
How would you even do that? | 2011-04-21 07:27:00 Author: Unknown User |
Stay invisible, but solid. The reason I want to do this, is to put it in front of my sackboy, sorta like a shield, so he dies when the projectile sensor is full, since I just couldn't figure out a way for my sackboy not to die after being hit by a fire projectile directly. So, basically a fire projectile sensor & a follower on shield, destroyer on sackboy. There's a trick to turn any material invisible (https://lbpcentral.lbp-hub.com/index.php?t=t=17759) if that helps. It can sometimes be a pain to use since you can only select it buy box selecting. | 2011-04-21 07:54:00 Author: SR20DETDOG Posts: 2431 |
You could make the fireball disappear when it touches some hologram. How would you even do that? -use a key with a label to identify the fire ball -use impact sensor set to "include touching" and key label "fire ball" on the shield | 2011-04-21 13:26:00 Author: IStwisted Posts: 428 |
How would you even do that? This is how I would make the fireball disappear and damage sackboy. First, you need to add a microchip to the fireball. An easy way to do this is to set up your emitter or creatinator in create mode, have it fire, then hit pause. Put a microchip on the fireball, then add an impact sensor connected to a destroyer. Make sure "Include Touching" is turned on by tweaking the impact sensor - and also give the impact sensor a tag and label. You might want to call it "fireball hit" or something. Include Touching is important since the fireball will never "impact" with a hologram material. You will also want to add another tag, maybe call it "sackboy damage." Before you unpause, capture the new fireball. Now go back to your emitter or creatinator and change the object emitted to this new object. Then, add a microchip to the hologram material. You'll need to put a tag on that chip with the same color and/or label that you added to the impact sensor on the fireball. In this example, you would call that tag "fireball hit." You'll also need to add an impact sensor in the same fashion as above, but this one called "sackboy damage." If you want sackboy to get hit 5 times before dying, you would hook the "sackboy damage" impact sensor up to a counter set to 5, then have the counter connected to a destroyer. I have not tested this yet, but it should work. I'll try it later today and post a picture of the logic. If you need more help, just add me. | 2011-04-21 15:00:00 Author: shane_danger Posts: 283 |
Put a tag on the hologram. Put an impact sensor on the fireball. Switch "include touching" to yes since we're dealing with holograms. Now set the impact sensor to the tag you put on the hologram. Ex: if your tag is green, set the "require tag" to green. | 2011-04-21 16:58:00 Author: Sonik42 Posts: 76 |
Great suggestions here guys, I'll try 'em later. It's just a **** shame that the fire projectile can't be registered directly on a sackperson with the projectile sensor like water, even electricity can be done with minor tweaks. | 2011-04-21 17:32:00 Author: Unknown User |
Sorry guys, I tried all these methods but the fireball is just going threw the hologram | 2011-04-22 06:14:00 Author: Unknown User |
use a tiny piece of dark matter! | 2011-04-22 14:24:00 Author: Squidge99 Posts: 203 |
Sorry guys, I tried all these methods but the fireball is just going threw the hologram Are you sure it's in the right layer? Maybe it's firing in a different layer and that's why it's not being destroyed. | 2011-04-22 23:56:00 Author: riverad08 Posts: 104 |
Put a tag on the hologram. Put an impact sensor on the fireball. Switch "include touching" to yes since we're dealing with holograms. Now set the impact sensor to the tag you put on the hologram. Ex: if your tag is green, set the "require tag" to green. Normally I recommend labelling your tags as well. If I were to put a green switch on the holo I would call it "destroy" or something like that. Then I would place a microchip on the fireball containing an impact sensor wired up to a destroyerl. The impact sensor is set to green and "require tag". Use the destroy label for the sensor, and set to include touching. If that's not working then your shield is not actually contacting the projectile. You can test this by moving the fireball in and out of the shield holo, while looking at the impact sensor to see if it lights up in create mode (unpaused) (and obviously not while wired to the destroyer). | 2011-04-23 03:49:00 Author: Thegide Posts: 1465 |
I finally got this thing working! The main issue was that my hologram shield wasn't thick enough and the fireball would penetrate it for a split second before disappearing. Hearting everyone here. Whoever wants to test the level I'm working on, let me know. | 2011-04-23 04:05:00 Author: Unknown User |
Glad to hear you got it working! | 2011-04-23 19:45:00 Author: Thegide Posts: 1465 |
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