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#1

Holographic hit-testing

Archive: 6 posts


So, I am working on a sequel to my level, Reaper, which is already much better than its predecessor, and I haven't even begun to work on gameplay. All I have made so far is the title screen and ship selector, which are both actually pretty impressive. Anyways, I am making the ships out of holograms so that multiplayer goes smoothly and people can pass through each other. I do not, however, want people to be able to pass through walls. Is there any way to make it so that ships can pass through other ships, but not walls? I am currently thinking about lining the walls with tags, and setting ships to sense for sed tag, and when it senses it, it activates a follower that follows a tag in the center of the game. Does anybody know a better way to do this?2011-04-25 02:27:00

Author:
Ignition246
Posts: 156


I think that's the way to do it2011-04-25 02:32:00

Author:
Unknown User


This video shows the best way to do this sort of thing: http://www.youtube.com/watch?v=2TcyNkqxMAA&feature=channel_video_title2011-04-25 02:58:00

Author:
BIGGamerer
Posts: 182


You don't have to line the walls with tags. One tag per each piece of wall is sufficient. the whole wall becomes a tag. Then you can put a tag sensor on the hologram linked to a destroyer.2011-04-25 14:50:00

Author:
shane_danger
Posts: 283


You don't have to line the walls with tags. One tag per each piece of wall is sufficient. the whole wall becomes a tag. Then you can put a tag sensor on the hologram linked to a destroyer.

He never said that he wanted the player ships to destroy themselves when they collide with a wall. Also, the four different tags and four pieces of wall is necessary, because it tests that you haven't hit the wall in each direction before you can move, instead of simply testing that you haven't hit a wall. That way, in the event that you collide with a top wall for example, the system only renders you unable to move upwards, but still allows you to move left, right, or down, like you should be able to do.

If you have one piece of wall with a tag, and then set properties on the ship that simply make it check that you haven't hit a wall in order to move, the instant it hits a wall, it will be rendered unable to move. Because the ship would be in collision with the wall, it can't move, and will remain stuck on the wall forever, bringing us back to the OP's solution to that, which works, but IMO isn't as natural as the method shown in the vid I linked to in my last post.
2011-04-25 15:46:00

Author:
BIGGamerer
Posts: 182


Oohh, you are absolutely right. I misread the opening post. Thanks for clarifying.2011-04-25 17:18:00

Author:
shane_danger
Posts: 283


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