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#1

Freeze mechanic

Archive: 8 posts


Hello again,

In a level I am working on, the player gets a power up that allows them to freeze objects. The set up I have right now is as follows:

The player (not a sackbot) uses the creatinator to shoot the ice power. Whenever it hits an object that is able to be frozen, dim holograms around the object are activated making it look like it is encased in ice. This works well; however, the problem is that one of the objects the player is able to freeze is a two way switch. Sine the ice is actually holograms, the player is then able to walk through them, ruining the effect.

My solution to this problem was to emit a box of invisible cardboard around the switch when the freeze animation happens. This works well IF the player is not standing right next to the switch when they freeze it. If they are standing next to it, the cardboard will not emit. So I added an inverted player sensor to delay the emitting of the cardboard until the player is not standing right next to the switch. However this is problematic if the player chooses to stand next to the switch, freeze it, and then not move away from it. I guess it's a small problem, but these little things really annoy me.

Actually, as I am typing this I may have thought of a solution.

If anyone else has any suggestions, please let me know. Thanks!
2011-09-02 15:03:00

Author:
KnutsoPX
Posts: 116


so you want to freeze the two-way switch, and once it's frozen it cant be moved? not 100% sure if this works for a compound object like a switch, but place an anti-gravity tweaker set to anti-gravity 100% and dampening 100%, and turn it on when its frozen.

edit: read the question wrong. as far as i know, you need sackbots. ._.

sounds like a fun level!
2011-09-02 15:07:00

Author:
nunsmasher
Posts: 247


have an inverted player sensor wired to an AND gate with your impact sensor b4 it goes to the "freeze object" , if the player is too close when they shoot it it will make it so it doesnt freeze till they shoot it from slightly further away2011-09-02 15:15:00

Author:
evret
Posts: 612


In LBP1, we used to use winches to control 2-Way switches in our logic set-ups. So you should still be able to apply this concept. I recommend making the switch really large while you work on it, then bring it back down to proper size.

Connect an invisible winch from the base to the sponge handle. Make its max length long enough to be pulled all the way in the other direction and the min length short enough to freeze in its current state. Do it again for the other direction (assuming that they are able to freeze it in either state). Now add some logic that contracts the winch(es) only when the switch is frozen and is in the state that would apply to that particular winch(/side of the 2-way).

Hope that made sense and that it helps!
2011-09-02 15:21:00

Author:
v0rtex
Posts: 1878


have an inverted player sensor wired to an AND gate with your impact sensor b4 it goes to the "freeze object" , if the player is too close when they shoot it it will make it so it doesnt freeze till they shoot it from slightly further away

That's what I was thinking as I typed my question. I will give it a try when i get home.
2011-09-02 15:25:00

Author:
KnutsoPX
Posts: 116


yep I'm with v0rtex. use winches on the switch to lock it down to one side or the other.

lol I still have some LBP1 style toggle switches in my inventory that I made using a two way switch and a winch.
2011-09-02 18:14:00

Author:
tdarb
Posts: 689


I think most of you misread my post. The issue was not how to make the switch stay in one place, but that the player was able to walk through the holograms I am using as the freezing effect. Anyway, I believe I have figured out a solution. Thanks to everyone that replied.2011-09-02 20:14:00

Author:
KnutsoPX
Posts: 116


I think most of you misread my post. The issue was not how to make the switch stay in one place, but that the player was able to walk through the holograms I am using as the freezing effect.
Ah... Yeah... Misunderstood. Sorry.
2011-09-03 04:06:00

Author:
v0rtex
Posts: 1878


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