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Tractor Beam (Please Close)
Archive: 22 posts
Hi, I'm currently creating my mother ship, which is actually 80% of a levels thermo large ( Yeah, it has the works. From a diner to 3 hangars (currently renovating hangar 2) But I have a major problem. I need a system to bring sackboys from the ground up to my ship. I was thinking about a tractor beam that beams them up. But the problem is, how does one build a tractor beam ? And please don't suggest making an invisible platform that just goes up. I want their legs dangling while they go up. And I'm not using sackbots either. So yeah I really need sucktion force or such. Any ideas ? | 2011-08-30 22:24:00 Author: J_wulfke Posts: 72 |
First thing that comes to my mind is yeah... to use sackbots tweaked to look like the players, and the corresponding "mover" logic whenever they are in contact with the beam, either actual contact or by tags. No elevators and no sackbots... you're not putting it easy How about an emitter that emits an invisible -Physical- cube, or more like, the contour of a cube/empty cube, so the player may move inside the cube, but they cannot get out of it, basically trapped until you're done moving the object to X position. Putting this to practice might be trickier than it sounds though but I'm 99% sure it's doable. Edit: I know the actual fact of having to move the cube would be -sort of- like using the elevators you -don't- want, but then again, having enough space within the cube for the sackpeople to move about, it would make a better effect, taking into consideration you want them to move about while they are being sucked into the ship. | 2011-08-30 22:41:00 Author: MonarioBabii Posts: 128 |
I have to say that I can't think of a way to do this WITHOUT using sackbots, maybe if you were to use the global anti-gravity tweaker you could get the sackfolk to float upwards but anything else not tied down would also float away. IF you were to use sackbots you could simply use a follower on your sackbot that is set to follow a Tag that activates each time the 'tractor beam' was turn on. Then of course you would want some lighting or hollow effect that activated. Sorry I have no other solution at the moment but I will keep thinking on this. I LIKE A CHALLENGE! | 2011-08-30 22:51:00 Author: CloaknBlagger Posts: 78 |
Yeah I might do this, I was working on a system an hour ago where u temporary use a sackbot to get up but every time the player gets in the controllinator well you hear that activation sound. If only I could like make that controllinator activationsound go away then I'd have a smooth undetectable tractor beam where you wouldn't even know you were in a controllinator for a few seconds. I'm just going to wait for a few other suggestions. I already tried the lbp 1 knife glitch thing, they seemed to have fixed that. Thank you for the advice anyhow and you have a very nice robotic squirrel. | 2011-08-30 22:52:00 Author: J_wulfke Posts: 72 |
Thank you It's not a squirrel! lol that's just a reference to Starcraft's Fire Bats As for the sound, I think you could use a Global sound tweaker to make all sounds mute for a bit while you're getting on the sackbot, but other than that, I don't know how you could get rid of that noise. On the other hand, if you were to use sackbots from the very beginning of the level, the initial controlinator sound would hardly matter I think? It just seems like using sackbots would make your life a LOT easier for this particular level | 2011-08-30 23:00:00 Author: MonarioBabii Posts: 128 |
Now I am not sure of this will work at all but how about applying a material tweaker to a piece of hollow to make it sticky?, connect that to a piston from your ship then put a player sensor directly above it that is tweaked to an accute angle facing down (roughly the same radius as a beam of light effect for example), use that sensor to trigger a 'flipper' motion on the piston. SO, player walks into beam, triggers the player sensor that triggers the piston to come down with the sticky hollow attached, hollow sticks to the players sackboy/girl before piston retracts, a bit like FISHING!......just a thought, never tried making sticky hollow but it maybe worth a shot! | 2011-08-30 23:05:00 Author: CloaknBlagger Posts: 78 |
Stickiness doesn't apply to players sadly | 2011-08-30 23:11:00 Author: MonarioBabii Posts: 128 |
Stickiness doesn't apply to players sadly Thats a shame LOL, that could have been great fun! Looks like you miht be back to sackbots again! | 2011-08-30 23:16:00 Author: CloaknBlagger Posts: 78 |
Quote Originally Posted by MonarioBabii View Post Stickiness doesn't apply to players sadly You haven't seen my controllers after my kids are done playing it! | 2011-08-30 23:25:00 Author: Brannayen Posts: 438 |
You haven't seen my controllers after my kids are done playing it! Hahaha okay. My bad! Stickiness applies, but it is not advised! | 2011-08-30 23:27:00 Author: MonarioBabii Posts: 128 |
How about an emitter that emits an invisible -Physical- cube, or more like, the contour of a cube/empty cube, so the player may move inside the cube, but they cannot get out of it, basically trapped until you're done moving the object to X position. Putting this to practice might be trickier than it sounds though but I'm 99% sure it's doable. Edit: I know the actual fact of having to move the cube would be -sort of- like using the elevators you -don't- want, but then again, having enough space within the cube for the sackpeople to move about, it would make a better effect, taking into consideration you want them to move about while they are being sucked into the ship. I'm doing the same thing and this is the method that I'm using. emit an invisible cube around sackboy, the cube has a tag follower on it set to follow a tag that's attached to the ship. I didn't want to use a sackbot either and this is the method I came up with. You haven't seen my controllers after my kids are done playing it! mine too! I'm very anal when it comes to my electronics and was not very happy to find Cheetos grease on one of my controllers. | 2011-08-30 23:53:00 Author: biorogue Posts: 8424 |
Here's an option; if you want visuals only, you could make the tractor beam part a cut scene. Have sacbots copy the players, and just make a cut scene out of it. Then you can have movers or whatever for the tractor beam effect, use the acting behavior chip for things like arms waving up and down, etc. You would just need a way to get the players up to the ship; a controllinator teleporter would work. | 2011-08-31 00:00:00 Author: Brannayen Posts: 438 |
Here's an option; if you want visuals only, you could make the tractor beam part a cut scene. Have sacbots copy the players, and just make a cut scene out of it. Then you can have movers or whatever for the tractor beam effect, use the acting behavior chip for things like arms waving up and down, etc. You would just need a way to get the players up to the ship; a controllinator teleporter would work. This is a great idea but what would you do with the "appear" effects after the actual teleport of the players? You'll need to be very clever to hide every single possible visual trace of what happened, otherwise the little controlinator noise he doesn't want would be less of a pain in the end than the teleport method. | 2011-08-31 00:31:00 Author: MonarioBabii Posts: 128 |
Just use sackbots, and put global sound effects down on sound effects only for half a second. Also, if you have a cutscene and transport the players off screen while your sackbots do the movie, I don't think you'll hear the controllinator. I wouldn't waste the time trying to figure out how to do it with a real sackboy. One, it may not be possible, two, if you use sackbots, the action scene/movie could be so much cooler. | 2011-08-31 01:16:00 Author: CYMBOL Posts: 1230 |
Like CYMBOL Said, just use sackbots and make it so that it uses the players costume :/ | 2011-08-31 01:23:00 Author: zzmorg82 Posts: 948 |
Doesn't the Hi-hat sound from musical make sounds silent when it's activated? | 2011-08-31 07:32:00 Author: nunsmasher Posts: 247 |
Yeah, if sackbots werent the perfect thing for an alien to abduct then nothing is. You can also do the global audio tweak but you do need toncut the SFX audio for a second. But maybe consider working the noise of the controlinator into the tractor beam sound effect. I like sackbots for this for a few reasons, I'd have the controls set to a selector. I'd disable player controls while in the beam, or make very sluggish with batteries. While floating I'd have the movement control a slow joystick rotator with a weak rocket rotator so you would start to spin slowly if you move. I'd also mess with some incremental signal ramping on the arms to have them flail about. | 2011-08-31 07:55:00 Author: Mr_Fusion Posts: 1799 |
Oh my a lot of replies :o I like the cutscene idea and the idea brought forward by mister Fusion. I'm going to have a swing at it and see how that goes. (Note I'm a really lousy cutscene artist and add visual/audio effects near then end of every production but since this is sorta the only way to reach the airlock (also needs a lot more delays and such) it is most likely I'll have to switch over to sackbots anyhow. If anyone is interested in having a look at a 1/4 finished build. Do message me. Anyone is welcome. Both on the building as the idea pitching part. I'm most likely to create a project post as 2. But I'm not sure, I might just publish a level post when it's finished. So recap If you are interested in building additional effects or rooms in my huge mothership with several facilities already. Pm me. If you would like to just have a peek. Pm me. That will be all. | 2011-08-31 14:31:00 Author: J_wulfke Posts: 72 |
If you're worried about the visuals of players just "appearing", you can have the teleporter drop them off behind a door, that opens up afterwards. That way, you don't see them appear. I just figured out how you might be able to do the tractor beam, without replacing the player with a sackbot! Place a sackbot. Using the acting behavior, program him to grab the player when they come in contact with them. Use followers/movers/whatever to move the sackbot to the ship. Hide the sackbot behind the tractor beam graphics. This way, the player is dangling, just like you wanted, with no sackbot replacements. | 2011-08-31 16:33:00 Author: Brannayen Posts: 438 |
Place a sackbot. Using the acting behavior, program him to grab the player when they come in contact with them. Use followers/movers/whatever to move the sackbot to the ship. Hide the sackbot behind the tractor beam graphics. This way, the player is dangling, just like you wanted, with no sackbot replacements. BAMM If monario wasn't already developing a system to do it, I'd try this Thnx for your original method ! | 2011-08-31 23:30:00 Author: J_wulfke Posts: 72 |
Use invisible grabable holo (material tweak) that moves upwards; sackbot has its grab action activated through a DCS. I am 99% sure you cannot do this without either sackbots or elevators. | 2011-09-01 09:15:00 Author: Antikris Posts: 1340 |
Sir Antikris, I find your lack of originality disturbing. But the issue has been resolved normally. Closing thread | 2011-09-01 10:27:00 Author: J_wulfke Posts: 72 |
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