#1
Hologram Limits
Archive: 8 posts
Hello. I'm working on a level that uses holo as a cursor. How would I go about making it so that the holo can't go outside of a certain area? I've seen it done before, but I don't see how. Thanks in advance. ![]() | 2011-08-17 12:13:00 Author: littlebigmeteor ![]() Posts: 396 |
First, draw a large holo (Shape) that will be your limits. (E: an outline around your area) - Tag that 'Limit'. Now place an invisible holo point in roughly the centre of it, Tag 'centre'. Now simple place a follower on your Cursor that, when [Impact Sensor] touches the Tag 'Limit', it will be drawn towards 'Centre' with a speed greater than that of the movement speed. ![]() | 2011-08-17 12:31:00 Author: Nurolight ![]() Posts: 918 |
The above suggestion is a great start point but you can make four separate walls that will cut movement in only one direction without it bing pulled back into the centre, depends what you are trying to accomplish. There are some pretty decent tutorials out there... Silverscorp has a good one and I think that SSTAG/Antikris have a thread about limiting to a bounding box. I also have an example up for grabs on my planet in Doc's Workshop. | 2011-08-17 12:38:00 Author: Mr_Fusion ![]() Posts: 1799 |
This is what I used: https://lbpcentral.lbp-hub.com/index.php?t=56251-How-to-limit-an-object-s-movement-to-a-bounding-box-smoothly | 2011-08-17 20:55:00 Author: Ali_Star ![]() Posts: 4085 |
I would make a follower with a large minimum radius, and put a mover on it at the same time. | 2011-08-17 21:04:00 Author: lark98-2 ![]() Posts: 116 |
short story long, connect each output of the left stick to a direction splitter. place 2 microchips for each splitter. grab the wires and put a node on each microchip, then continue from the node into a direction combiner. Wire each direction combiner to your advanced mover's horizontal and vertical movement inputs, respectively. Make your box, each wall has to be a separate hologram. Place a tag 'up, down left and right' on their respective holograms. Place corresponding impact sensors in your logic. Make sure their output is inverted. Wire the 'up' sensor to the positive output microchip's on/off for vertical movement. Left to left, down to down, right to right. This makes it so that when you hit a wall, the actual movement for that direction is physically turned off. | 2011-08-17 21:13:00 Author: nunsmasher ![]() Posts: 247 |
Use Dymus's way for any shape that needs a rounded part. Anything with straight lines, though, should have Mr_Fusion's. | 2011-08-17 21:35:00 Author: Speedynutty68 ![]() Posts: 1614 |
Just a note, my example doesn't pull the cursor right to the centre. It's only in the centre as a reference point, it more 'bounces' of the wall... You can try out what I mean here. (http://lbp.me/v/1vc5qe) (Jump in the chair) | 2011-08-18 11:44:00 Author: Nurolight ![]() Posts: 918 |
LBPCentral Archive Statistics
Posts: 1077139
Threads: 69970
Members: 9661
Archive-Date: 2019-01-19
Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.