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#1

Need help to build logic for hologram bullets!!

Archive: 5 posts


Hey guys, I was working on a top-down shooter level and I was making those self-destructive holo-projectiles to hit the enemies with, you know... And I made an aiming system in order to allow the player to control their direction. But I realized that it was hard to make those tiny hologram pieces following always the same direction, since their emittion till hitting the enmies or the game's physical limits...
Can you guys tell me how to fix that? It's quite urgent! Thank you...

- Tochigui
2011-06-25 19:58:00

Author:
Unknown User


im not really sure wat the prob is...

but if u attach a mover to the hologram that is set to move only forward and is set to local space, it should emit forward everytime
2011-06-25 20:57:00

Author:
ShadowTyphoon
Posts: 80


Yes, theoricly it works... But it's more complex than that. U know, the aimer is constantly rotating so the emittion of the bullets looks slopy, because they all start rotating like crazy, when emitted during this moviment! I wanted them to be pointing always at the same direction... Your sugestion might not work on this case, sorry.
I've also tried to set the emitter to "ignore parent velocity" but it STILL doesent work like what I wanted...
What can I do? Should I use those misterious "rocket rotators"? Honestly, I'm not used to them... Can this feuture help me with this particular problem?
If yes, how should I set it, to get the nicest effect as possible?
2011-06-25 21:28:00

Author:
Unknown User


well if rotation of the bullet is the prob then a rocket rotator is the way to go. All it does is point the bullet in the direction its moving. Make sure its parallel to the bullet and is facing the tip of the bullet wen u place it. So basically default the default upright postition of the rotator on the bullet which should be perfectly upright. (use a grid to make sure it perfectly upright)

If you make the rotator full strength and speed it should work perfect. It will always point the tip in the direction its moving no matter wat, add that to a local space mover that is always moving forward, and an emmiter set to ignore parent velocity, and you should have perfect, straight shot bulletts coming out regardless of anything.
2011-06-25 22:15:00

Author:
ShadowTyphoon
Posts: 80


ok, thank you! I will try to conbine all those conditions and I'll tell you if it works as fast as i can.
I love LBPC - Fast awnsers to any problem! Thanks
2011-06-25 22:37:00

Author:
Unknown User


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