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how can i make a sackbot
Archive: 16 posts
how can i make a sackbot dissapear without killing it if possible (like him going ofscreen and being gone) | 2011-07-11 21:28:00 Author: BlackThornDust Posts: 100 |
Sackbots dont have feelings so just use a destroyer set to disappear, and trigger it when the time is right. You can always set up an emitter to emit it again if it needs to come back at a later part of the stage. | 2011-07-11 21:52:00 Author: Mr_Fusion Posts: 1799 |
Just place a block of cardboard in front of the sackbot. LOL | 2011-07-11 23:07:00 Author: Malamo999 Posts: 107 |
I think Mr_Fusion's suggestion is the best. I mean, the disappearing effect doesn't make a sound if I well remember. Unless you get a fancy contraption to "transport" away the sackbot but that's not subtle a solution as you apparently need it to be. Or you could program his behaviour chip to get into a controllinator placed on an invisible piece of holo, but that makes unwanted noise. | 2011-07-12 01:06:00 Author: SnipySev Posts: 2452 |
You could make the sackbot enter a controlinator on a piece of invisible holo, then have the holo move and eject the bot when necessary. | 2011-07-12 10:27:00 Author: sp0ngyraver Posts: 407 |
@mr fusion how exactly do i do that , can you help me out on lbp2 online? username: BlackThornDust | 2011-07-12 22:06:00 Author: BlackThornDust Posts: 100 |
Time Zones may conspire against that, but send an invite if required but its a pretty straight forward setup that just depends on how you want the sackbot to 'leave the screen' At its core it is a sensor hooked up to a destroyer on the sackbot's circuitboard. It may get a little fancy (but not much) and if you describe the action up until the point that you want the sackbot to disappear it should be pretty easy to implement. Example: The sackbot is a zombie and you need to run away from it, when you get to a safe room it needs to go away. The sackbot has behaviour set to follow, and when it reaches a certain point (the safe zone door) it needs to stop following. You'd make another behaviour chip that is set to idle and have a selector that will swap behaviours. You put a tag on the doorway that will make the selector switch the behaviour to idle. Make sure the destroyer is set to disappear as it is indeed silent. http://i7.lbp.me/img/ft/b67389684c96716a329864f324488d56401a1e82.jpg Cool. Now the fun part you put down a player sensor hooked to a tag that will trigger the destroy on the sackbot. You position it so that the player will run over it after the screen has moved past the sackbot (so they are off screen). A small layout. I also put the Zombot in an emitter hooked to a player sensor. So if you go back out the Zombies come back! http://i3.lbp.me/img/ft/3d37a38c0a87e655546c3921304cd82a96a740d1.jpg Yeah... easy to follow I know. I can put a prize bubble in my stage Doc's Workshop (http://lbp.me/v/2m4w83) if your feeling lazy, but I'd suggest recreating it first! Oh, and an interesting thing to note. You may hear a 'break' noise when it disappears in create mode. But not so in play mode. | 2011-07-13 09:33:00 Author: Mr_Fusion Posts: 1799 |
Oh, and an interesting thing to note. You may hear a 'break' noise when it disappears in create mode. But not so in play mode. Oh, for real?! i'd hear those breaking noises whenever i was testing scenes in my level (in create) and it was driving me up the wall. i'd assumed that it would be audible in play as well, so i set them all to "shrink"-type destruction, which also seems to be silent. To BlackThornDust: If they're leaving a cut scene and you need them to stay gone, then you can place a tag sensor->destroyer on them, with the tag placed just "off camera." when the cut scene camera pans or cuts away, you can pulse the tag (off a sequensor, f'rex) and they're gone. i think i did that or "sackbot runs off screen into a destroy-tag" on almost all the 'bots in my level. | 2011-07-13 15:46:00 Author: waffleking23 Posts: 535 |
thanks for this i send you a friend invite cause i cant seem to find your levels XD | 2011-07-13 19:04:00 Author: BlackThornDust Posts: 100 |
Oh, for real?! i'd hear those breaking noises whenever i was testing scenes in my level (in create) and it was driving me up the wall. I'll check my settings in my current level, pretty sure I didn't use shrink, and there is no break noise. But you've gotten me paranoid! | 2011-07-13 22:37:00 Author: Mr_Fusion Posts: 1799 |
I'll check my settings in my current level, pretty sure I didn't use shrink, and there is no break noise. But you've gotten me paranoid! Ah! No, sorry for that. i didn't intend paranoia! That was a 'delighted surprise' "Oh, for real?!" Not a 'i don't believe what you're saying' one. i shoulda used smileys. | 2011-07-13 23:25:00 Author: waffleking23 Posts: 535 |
No I got paranoid becasuse you were so excited. I started thinking... 'gee I sure hope I didn't ruin your day!" I'll be home shortly and will check it out. EDIT: Yep set to disappear, and they do make the break noise in create, but not in play mode! | 2011-07-14 08:13:00 Author: Mr_Fusion Posts: 1799 |
Ooh! A bug/glitch? Were you in hover mode? | 2011-07-14 20:26:00 Author: Malamo999 Posts: 107 |
Ooh! A bug/glitch? Were you in hover mode? This is about the disappearing disappear sound, yes? Hrmm...i spend most of my create time in hover mode, just for ease of getting around and a wider camera so i'd assume yes. Would that have any bearing on things? i guess bugs can be pretty specific about what triggers them, but... Well, if the sound doesn't make itself heard in play mode, that's the important thing...i can imagine times when you would want an on screen disappear (not many, mind, but it's possible) and the sound might make you leery of it...gods but i hate that darned sound. | 2011-07-15 01:27:00 Author: waffleking23 Posts: 535 |
No it makes the break noise regardless of hover or not... If you look closely at the shadow of the sackbot as it is destroyed. You see it disappear but a small little shadow flys up and it disappears a second or so later. I originally thought it was the shadow of a bolt, because I had something bolted to the sackbot. But doing it without a bolt still causes the break noise. I then thought it an was intentional audio cue letting you know that something was gone, but it only does it for sackboots set to disappear. But as it only happens in create mode I moved on, because it doesn't affect the actual final level. | 2011-07-15 03:17:00 Author: Mr_Fusion Posts: 1799 |
Yep, I have a device that emits and makes sackbots disappear, sort of a menu selector type thing, and if I cycle through it in create mode the stacking breaking noises caused a bunch of lag. But nothing in play mode. | 2011-07-15 03:24:00 Author: sp0ngyraver Posts: 407 |
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