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#1

Creature/Sackbot issue

Archive: 3 posts


First off, a disclaimer: First post, looked at the basic tutorials, looked at the rules, etc. etc. However, I'm having trouble designing a particular enemy I need. I've only been fiddling around with the creator for about a single week, and I've overcome quite a few obstacles on my own, but this most recent has proven quite problematic.

I want to make a fiery enemy that can be destroyed simply by jumping on it's head... similair to how a creature brain acts. However, when I say "destroyed" I just want it to become immobile and not-so-fiery, so I can drag it around. Is there any way that this can be done? Any help would be greatly appreciated.

Also, if there is some kind of tutorial that could be linked, that would be fantastic... but I'm in the middle of a desert that happens to have slow internet. I swear, it takes, like, 5 minutes to load a 30 second youtube clip. Any text would be wonderful.
2011-08-15 20:41:00

Author:
Unknown User


Jumping on enemies is always fun. Too many creators underestimate the joy of putting a boot in a monster's face, I think!

The good news is that it's pretty easy to do what you're proposing. The danger tweaker does exactly what you need: stick it on a grabbable material, wire it up, and your monster can be burning or safe to grab with the flip of a switch. Making a custom "weak point" is also simple: attach an impact sensor to the appropriate location and any bonk from Sackboy or a thrown object will activate it.

That just leaves the business of connecting everything. A basic way to make your creature stay down after Sackboy stomps on it is to connect your impact sensor to a two-input OR gate whose output is looped around into the second input. It will be turned off initially but once the creature's weak point is struck the OR gate will feed into itself and output a signal forever. You can then run another wire from the OR gate's output through a NOT gate to invert the signal. Connect the NOT gate to your fire-producing danger tweakers to deactivate the flames. You will also use the NOT gate's output to disable whatever moving parts or logic you've been using to animate the beast.

There are many ways to approach this stuff, but this should be enough to get you started.
2011-08-16 03:03:00

Author:
Uncuddly
Posts: 237


Awesome stuff

This is exactly what I was looking for! Very excited to try this out. Thanks a ton!
2011-08-16 08:19:00

Author:
Unknown User


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