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Grabable Holo Glitch (Makes you fall)

Archive: 7 posts


Hey all,long time no see.

So I was working on making a grab-able hologram using a material-tweaker when I discovered an unfortunate glitch.
Whenever the holo is completely still it acts as normal but if it's moving even a little bit (I had it hooked up to a piston)
suddenly the game seems to disregard that your holding something when it positions sackboy.

Your hands can stay firmly gripped but your arms will stretch almost indefinitely & let you fall a great distance.
Think Mister Fantastic...minus the coordination.
In fact said arms in this state act almost exactly like the elastic tool. :eek:

Needless to say it ruined my idea wich was to have the holo move along a track & carry sackboy before going through something.
If it didnt need all of these qualities I'd just use a glitch material. (unless there's one I don't know about)
But it does...so.
If anyone has a work around I'd be veeery grateful.

Hope I made that all clear,if I didn't just say how & I'll try to elaborate.
Thanks for reading.
2011-05-26 07:58:00

Author:
Unknown User


SO what do you need help with?2011-05-26 17:06:00

Author:
donta133
Posts: 182


I had this problem in my yet to complete level and I found only one way to fix it: glue invisible piece of metal or any other heavy material to it.

You can create it by shrinking material small, smearing it big and repeating this multiple times.
2011-05-26 20:11:00

Author:
waD_Delma
Posts: 282


Huh. I saw a community level once that had a piece of holo (disguised as a swing) that acted exactly like this. Glad to know how they did it, and why it happens.2011-05-26 20:16:00

Author:
Blue Helmet
Posts: 306


I am using exactly this in the level I'm creating right now.

Basically what happens is this: every time Sackboy grabs something, he automatically grabs the nearest edge. If you grab from within holo, you shoot to whatever the closest edge is. From outside, you should just grab the edge, all you need to do is glue the holo to something, or use a connector like a rod or piston.
2011-05-27 07:39:00

Author:
roux-
Posts: 379


Thank you all for your replies.
I actually finally got it sorted out.
I think I failed to mention that in my particular instance the holo was somewhat long,
& i guess that makes it wobble a bit even if the piston is set to stiff.
This wobbling seems to be the source of the glitch,though why idk.

Between my experiments & what Ive read I guess there a number of fixes but none very obvious.
What I ended up doing was attaching an identical piston to the opposite side to stabilize it & hooked them both into
directional logic & inverted one of the piston's movements so theyd work in tandem.

waD_Delma , your comment in particular has me curious.
I didn't really understand.Was it that merely having something heavy attached fixed it for you,or am I missing
details?
I don't suppose I need to know,so I understand if you don't want to leak anything about your unfinished level but
you caught my interest so *if* you want to share that'd be nice.
No pressure.

Again,thanks guys. :hero:
2011-05-27 09:07:00

Author:
Unknown User


On more careful reading, I think a better (and simpler) solution would be to attach the holo with a rod to something else, and make that move instead of the holo itself. Should deal with your issues.2011-05-27 10:22:00

Author:
roux-
Posts: 379


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