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#1

Projectile following sackbot?

Archive: 6 posts


Hiya Sackfolk,
I'm making an ac brotherhood level atm, and it is going to include archers. I have already hooked up a hologram to the archer with an emitter and player sensor, but i can't work out how to make the arrow being shot out of the emitter aim at the sackbot being controlled by the player. Obviously, if you dodge the arrows, I don't want to make it so the arrow just turns around after it passes you.
Any help is appreciated and thanks in advance
2011-07-11 09:34:00

Author:
lbp2goty
Posts: 104


I'd say that the emitter on the bow should be a good start you need to add a look at rotator so that the bow will always point the emitter at the sackperson. When it emits the arrow it'll fly straight out of the emitter at what ever velocity you set in that direction.2011-07-11 09:38:00

Author:
Mr_Fusion
Posts: 1799


k, i'll try this out. Thanks for the quick response!2011-07-11 09:47:00

Author:
lbp2goty
Posts: 104


If you don't want to use the aiming barrel method by Mr_Fusion (i.e., you have no space for it, it doesn't fit the look or you cannot get it right), then instead do this: place a follower on the arrow that gets activated for a very short while by powering it through an inverted timer set to 0.1s. Don't forget a grav tweaker as well, if your arrow is not solely made of holo.

If you'd like to make the arrow fly in a curve trajectory instead of a straight line, then go with the barrel method above. That method is easier to have the arrow be fired in a direction and be influenced by gravity as well. If needed, add a modified grav tweaker to the arrow to make it fall more slow.
2011-07-11 12:33:00

Author:
Antikris
Posts: 1340


Antikris makes a good point, my suggested method while far superior to his (), it does lead to having things like making sure the sackbot's arms also pointing in the right direction... And all sorts of other fidly stuff.

A quick pulse hooked up to the arrow would require less 'extra work' for a very similar result. It'd just mean that the arrow leaves in a set direction and the corrects itself a split second after it appears.
2011-07-11 13:26:00

Author:
Mr_Fusion
Posts: 1799


It'd just mean that the arrow leaves in a set direction and the corrects itself a split second after it appears.

As a matter of fact, if you emit the projectile on top of the emitter (with 0 speed setting!), it will follow the player for a split second; the motion caused by this will make it continue in that direction. There is no visible correction in motion. (Unless the player moves incredibly fast during those initial 0.1 seconds of projectile life, the projectile moves very fast or the observer has supernatural powers)

All the homing bullets in this video (http://www.youtube.com/watch?v=aKw9tSSE-6Q#t=1m12s) are set up this way.
2011-07-11 14:39:00

Author:
Antikris
Posts: 1340


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