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Trying to emit a series of individual player-triggered floating platforms
Archive: 7 posts
Here's the setup: I have it so in a level I'm making, the player walking forward a certain amount triggers a cutscene that leads to a static floating platform materializing in front of the player. When the player jumps on it, an identical one is triggered and appears to the right, and another appears when that is jumped on, etc. I'm trying to figure out how to do this with emitters. It's already hard enough to make it so I can make sure every platform is at the exact same height and an equal distance apart from each other, but I have the same problem with the emitters. It's going to require a LOT of trial and error to get the half-dozen or so platforms I have envisioned properly made the way I'm doing things right now. Are there simpler ways to go about doing this? | 2011-08-18 02:37:00 Author: Behonkiss Posts: 229 |
Your pst is a litle hard to follow. Are you stating that you have a hard time lining up the platforms for the player to jump on because you are using the emitters? | 2011-08-18 03:15:00 Author: Nightshade_games Posts: 76 |
Use a player sensor wired to the first emitter. Use an impact sensor on the platforms wired to a tag. Have a tag sensor wired to the next emitter. If you use the grid its not that hard to make them even. | 2011-08-18 03:16:00 Author: Zero10100 Posts: 385 |
Use a player sensor wired to the first emitter. Use an impact sensor on the platforms wired to a tag. Have a tag sensor wired to the next emitter. If you use the grid its not that hard to make them even. This didn't work. When I made a tag sensor, the tag name I had given the initial platform wasn't available for selection, and even after I re-typed it in, matched the tag color and maxed the range out for the second emitter, nothing happened when the first platform was touched. | 2011-08-18 06:01:00 Author: Behonkiss Posts: 229 |
Player sensor hooked to an emitter. Set the sensor radius large enough so that it encircles the location of where the next or previous platform would be. Have the emitter 1-shot emit a platform, set to last forever, 1 at once, no override. Have logic on this platform that takes care of self destruction (if desired): like, a timer that when expiring activates a destroyer; then an impact sensor or a player sensor can reset the timer so that the platform never explodes from under the player. You will also be able to go back from the other side with this setup. Stick this setup on a block of holo so it is easily duplicated across your level. Caveat: you'd want platforms to appear where a player normally cannot go; that is what the player sensor is for. No need for one platform to activate the next emitter. | 2011-08-18 09:11:00 Author: Antikris Posts: 1340 |
If all of your platforms are going to be in a perfect line rather than a random configuration, this may work: Make your platform and align it using the grid. Attach a player sensor to the middle so that the trigger radius covers where you want it to trigger. Hook this up to an emitter with settings of one shot emit, life time infinite, max 1 at a time, don't destroy to make a new one. Also attach a 100% anti gravity tweaker, with dampening also set to 100%. Capture the platform and make it the emitter's object. Placement is dependant on what you're going for, if in line you'll make a perfectly level set of platforms, if above or below you'll make a perfect set of stairs - make use of this grid. Capture this whole thing and use a seperate emitter to emit the plaform where you want it, and the chain reaction will begin. If you desire the platforms to disappear after a while additional logic can be added, and if you with for it to work in the opposite direction too just place a second emitter doing exactly that. The emitter will fail if there's something in the way so it will end itself when you reach the other side. The benefits of this is that it's very easy to maintain, if you want to make a change you only need to change the one master copy of the platform and it'll be replicated throughout. | 2011-08-18 15:40:00 Author: Xaif Posts: 365 |
I'd just have player sensors hooked up to emitters on invisible Hologram You'd put them where the platforms would appear, its quite simple really. hope this helps! | 2011-08-22 12:10:00 Author: Hallm3 Posts: 252 |
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