#1
Lighter metal
Archive: 19 posts
I need to make a piece of Neon lighter so that Sackboy can push it around. I could use a Gravity tweaker but that would slow it down not make it lighter. I need the fall speed to be the same. Is there any way to do this? | 2011-07-23 03:51:00 Author: Zero10100 ![]() Posts: 385 |
If its only for pushing use a MATERIAL TWEAKER and set it to 0 friction ![]() | 2011-07-23 03:58:00 Author: Sean88 ![]() Posts: 662 |
But if you need to grab it just set the Material tweaker to allow grabbing. | 2011-07-23 04:14:00 Author: fighterwindplus ![]() Posts: 403 |
If its only for pushing use a MATERIAL TWEAKER and set it to 0 friction ![]() 0% is too slippery and 1% isn't enough But if you need to grab it just set the Material tweaker to allow grabbing. I know that, I need it to be easier to move. | 2011-07-23 05:12:00 Author: Zero10100 ![]() Posts: 385 |
use an impact sensor connected to a gravity tweaker, so if it's not touching anything it will fall as normal, but if it's touching the floor it will turn on and be lighter so it can be pushed/pulled | 2011-07-23 06:56:00 Author: evret ![]() Posts: 612 |
There isn't a way... believe me I've tried! I like evret's idea though... object weight can't be adjusted, just floatiness ![]() | 2011-07-23 22:00:00 Author: Unknown User ![]() |
Could leave the centre of the shape hollow or fill it with floaty leaving just the outer shell of neon and no visible gaps/floaty. | 2011-07-23 22:07:00 Author: Radishlord ![]() Posts: 706 |
use an impact sensor connected to a gravity tweaker, so if it's not touching anything it will fall as normal, but if it's touching the floor it will turn on and be lighter so it can be pushed/pulled I'll try that if Radishlord's idea doesn't work because the player could hit it while falling and activate it Could leave the center of the shape hollow or fill it with floaty leaving just the outer shell of neon and no visible gaps/floaty. It sounds like it will work, but the floaty might not be strong enough. Thanks for the replies ![]() | 2011-07-23 23:30:00 Author: Zero10100 ![]() Posts: 385 |
Could just use a polystyrene block with holo material surrounding it to make it look similar to neon. | 2011-07-24 01:55:00 Author: Ayneh ![]() Posts: 2454 |
Could just use a polystyrene block with holo material surrounding it to make it look similar to neon. That's a good idea aswell!!! Or mabye you can put holo over the block yur using to make it look neon. | 2011-07-24 02:41:00 Author: zzmorg82 ![]() Posts: 948 |
the player could hit it while falling and activate it Thanks for the replies ![]() just make the sensor require a tag and put the tag on the floor | 2011-07-24 08:44:00 Author: evret ![]() Posts: 612 |
Fairly sure that if you put an in/out mover on an object, you can modify its weight in the tweak menu of the mover. Try that. | 2011-07-24 22:08:00 Author: Gawdl3y ![]() Posts: 45 |
Fairly sure that if you put an in/out mover on an object, you can modify its weight in the tweak menu of the mover. Try that. No, In/out movers only measure it they cant change it. Ill just stick to covering it with holo | 2011-07-24 22:12:00 Author: Zero10100 ![]() Posts: 385 |
Putting floaty in it would be the same as an antigravity setup, but less thermo efficient. I like Evret's idea, the tag on the ground would give it the right properties. You could also use an advanced mover on a microchip connected to a remote controlinator set to closest. Activate the on/off of the entire chip with a grab sensor. You'd have more control of the movement speed, but you'd still need the tagged impact sensor running through an AND gate so you can only move it while it is on the ground. A sackboy at full speed is about 4.3 | 2011-07-24 22:35:00 Author: Mr_Fusion ![]() Posts: 1799 |
use an impact sensor connected to a gravity tweaker, so if it's not touching anything it will fall as normal, but if it's touching the floor it will turn on and be lighter so it can be pushed/pulled Perhaps a Grab Sensor would make more sense than an Impact Sensor? | 2011-07-25 17:21:00 Author: Aya042 ![]() Posts: 2870 |
Perhaps a Grab Sensor would make more sense than an Impact Sensor? I'll try that if Radishlord's idea doesn't work because the player could hit it while falling and activate it same could apply to grabbing it. but personally i'd probably use both impact AND grab, and possibly test out Mr_Fusion's suggestion with the mover and closest player controlinator | 2011-07-25 20:29:00 Author: evret ![]() Posts: 612 |
Just tag the floor with a tag called Floor. then put a Impact Sensor set to the tag named floor on your box thing or whatever it is. then there. your done. | 2011-07-25 20:35:00 Author: Lord-Dreamerz ![]() Posts: 4261 |
that had already been said......... | 2011-07-25 20:56:00 Author: evret ![]() Posts: 612 |
Ah missed that. but it's the best answer regardless~ | 2011-07-25 21:02:00 Author: Lord-Dreamerz ![]() Posts: 4261 |
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