Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
#1
A couple of Creator Questions
Archive: 12 posts
Hey, I just recently got the game, so I'm kinda new to the new features (I have LBP1 so I know the basics) but there's a couple of things that I want to know first: 1 - I want to create a electrified path like in the 4th Level of Victoria's Laboratory where the electricity moves throughout the path, I know you have to use a hologram but what do you have to do for it to move in a designated path? 2 - I also wanted to know if it's possible to create hamster tubes where the sackbots will be sucked into them, and a sackbot counter where, after enough bot are collected, a door will open, prizes will appear etc. Cheers Leon | 2011-05-01 11:19:00 Author: triforceguy1 Posts: 18 |
1. Place batteries on a sequencer and hook each battery up to a danger tweaker set to Electric on a piece of hologram, then tweak the sequencer to get it to the right speed etc. 2. Use movers on the sackbots that activate when they are under the tube. I'm not to logic-savvy so I'm not sure how to do the counter. Sorry! | 2011-05-01 11:38:00 Author: Plasmavore Posts: 1913 |
2 - For your bot counter, you can place a labelled tag (perhaps just saying "BOT") on each robot's microchip, then use tag sensors at your robot counter. Place multiple sensors, each requiring a certain number of tags (In the tag sensor's tweak menu, you'll see a section named "count", use one sensors requiring one, one with two, etc until you reach your maximum) Simplest way to display the count would be to hook each sensor up to some sort of visual cue, perhaps you could have a thermometer filling up or something? That, to the best of my ability without the game in front of me, could be a way to do the robot counter. EDIT: Forgot to mention - say you needed 5 robots to unlock the prize? hook up the tag sensor that requires 5 BOT tags to the activation of your loot emitter! Happy gadding! | 2011-05-01 11:46:00 Author: rialrees Posts: 1015 |
@ rialrees - I think I get what you are saying, I'll try it out when I play it later Cheers @ Plasmavore - Could you please explain your points in a bit more detail, like I said earlier, I'm not that used to the new features. Cheers Cheers Leon | 2011-05-01 13:19:00 Author: triforceguy1 Posts: 18 |
Wow, I did #1 waaayyy different. I used electrified holo with movers on it and whenever it hit a certain tag, it would change directions. As for #2, if you put a tag labeled BOT on each sackbot, you can then put a tag sensor wherever they end up, and set it to a certain amount (ie 5, 10, 55, or whatever you need) so when the tag senses there are 5 tags, you can have it hooked up to whatever, be it prizes, or a door. | 2011-05-01 14:18:00 Author: UberOrbPS Posts: 290 |
@ UberOrbPS - Thank you very much., would this be on a microchip, also where on the mover is the set direction? It's just the hamster tubes that the sackbots get sucked up into like in the factory of tomorrow that I need help with Cheers Leon | 2011-05-01 14:29:00 Author: triforceguy1 Posts: 18 |
@ UberOrbPS - Thank you very much., would this be on a microchip, also where on the mover is the set direction? the mover would be on the sackbots microchip, and when a certain tag (tube) is triggered, the mover would activate. As for mover directions, it's the first two options under speed. The first controls Left/Right speed, and the second controls Up/Down speed, so just set up/down speed to about 3 and it'll look like they're being sucked up | 2011-05-01 14:39:00 Author: UberOrbPS Posts: 290 |
I was actually talking about the electricity path wit the hologram, lol, I should've been more specific | 2011-05-01 15:00:00 Author: triforceguy1 Posts: 18 |
Oh, sorry about that My method for the electric path is to have a piece of holo with a microchip on it and a 4 port selector. Port 1 is up, 2 is down, 3 is left, and 4 is right. Now make a 4 tag sensors hooked up to each selector port. Port one being a up tag sensor, 2 being a down tag sensor, 3 left tag sensor, and 4 right tag sensor. Now just hook up a mover to each output on the selector that is the same (ie 1 activates up mover, 2 activates down mover, ect). After that, just put labeled tags of what you want to happen when the holo reaches a corner - move up, down, left or right. If everything is hooked up correctly, the holo should just change whatever direction you want it to when it reaches a corner. If this still isn't making any sense, add me when PSN comes back up and I'll help you out | 2011-05-01 15:34:00 Author: UberOrbPS Posts: 290 |
Are you sure it's a selector? With me, the hologram just goes up all the time. EDIT - OK, I got it to move right at the beginning now but, when it gets to it's first corner, it goes up while still going right when it should just be going down | 2011-05-01 15:58:00 Author: triforceguy1 Posts: 18 |
Are you sure it's a selector? With me, the hologram just goes up all the time. EDIT - OK, I got it to move right at the beginning now but, when it gets to it's first corner, it goes up while still going right when it should just be going down First off, (I shoulda mentioned this before) set the trigger radius of the tag sensors to about 0.5-1.0. When it gets to it's first corner, (going down) there should be a down tag, and when the down tag sensor goes over it, it should activate port 2 of the selector, which should be hooked to a mover with zero set for L/R speed and about -3.0 for Up/Down speed. I know I'm not the best at directions, but I will definitely help you out when the servers are back up if my directions aren't making any sense. | 2011-05-01 17:40:00 Author: UberOrbPS Posts: 290 |
Oops, I was using an advanced mover, that's probably why, lol Thanks again Leon EDIT - It seems that when I create more than one, they all go down at the same time as the first one, how did you resolve this problem? | 2011-05-01 18:05:00 Author: triforceguy1 Posts: 18 |
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