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#1

Couple of problems stopping my first created level from releasing.

Archive: 6 posts


my first problem is that i need to make creatinators that either appear and dissapear randomly or toggle on and off randomly, i thought i had solved this problem when i made a randomiser link to a toggle then tried linking it to the creatinator which wouldn't let me then i tried it with a dissolve door and it didn't come back so im pretty stumped.

my second problem is i need crates to randomly appear and dissapear in the level and dish out points when the user touches them.

also not really a problem as ive kinda fixed it but if anyone has a better idea i'd be grateful, i made jumpads for the players to get around the level but i need them to not work for the bots the best ive come up with is player sensor activated pads with a small angle aimed at the roof as tags won't go on bots so i couldn't do tag sensors and couldn't think of anything else.

thanks to anyone who can answer any of these problems
2011-06-20 22:51:00

Author:
Unknown User


For your second problem:
I'm guessing the appearance of the creates will be at predetermined places. You can have invisible holos at those spots which will emit those boxes. The emission would be handled by a randomizer, the time of which can also be randomized. You may want to check out randomizer tutorials for that. The holos would check nearby players, and if a player is waiting right on spot, you may want to avoid emission (or not, depending on how you want players to develop tactics). When there is a crate emitted, you may shut off the randomizer chip so no further boxes are emitted. (Maybe you want two boxes, or three, or so on).. To do this, you can connect an inverted tag sensor that requires as many tags (keys) as you like, and connect it to the activation input of the randomizer chip. If you want one create, you put an inverted sensor with 1 key required, and so on. The boxes will contain destroyers when they detect a player, and give points to the player. The random dissappear can also be handled through a randomizer connected to a destroyer. You'll need to play with min/max on off times.

I hope I understood correctly.
2011-06-20 23:54:00

Author:
hesido
Posts: 166


Why not use sackbots for each character, and give them two different states, one that allows creatinator use, the other that doesn't.

Then you should be able to use impact switches for the player bots (just give them a tag, and not to the ai bots).
2011-06-21 00:56:00

Author:
SSTAGG1
Posts: 1136


i actually understand that completely hesido and that looks like it would work and sstagg1 ive tried putting tags onto sackbots and it wouldn't let me :/ also to use a sackbot would i need to make a controllinator also the creatinator problem isn't the sackbots using it its so that players can't just camp the best weapon2011-06-21 10:54:00

Author:
Unknown User


just to be clear, you don't put the tag on the sackbot, but on the sackbots microchip. push r1 when hovering over a sackbot to display its chip.2011-06-21 18:58:00

Author:
shane_danger
Posts: 283


ahh okay now i get it thanks alot2011-06-22 23:08:00

Author:
Unknown User


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