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Lethal Explosion Ideas

Archive: 8 posts


I was talking earlier about the destroyer and had some great ideas for lethal objects. Come to find out, the explosion from the Destroyer does not damage anything surrounding it. I have toyed with the idea of emitting a lethal Hologram around the object just before destruction, but it doesn't seem to be working correctly.

Does anyone have any ideas about making an object's explosion to be lethal? (without drawing objects around the default bomb object)
2011-09-17 00:17:00

Author:
Unknown User


Don't dismiss the regular trigger explosive too quickly. If you build the object first you can put the trigger explosive right in the middle of it. It'll carve a nice little hole for itself. Whatever input triggers your destroyer can also go straight to the trigger explosive and everything will work perfectly. Just stick a small decoration over the bomb to cover it up. 2011-09-17 01:59:00

Author:
Uncuddly
Posts: 237


I have done this in my own Burnout Crash level. Get the trigger explosive then set the No. of hits and current state to 1. (Be sure to freeze the level first) Then emit it with the emitter in front of the center of the explosion. It will detonate immediately when being emitted.2011-09-17 02:27:00

Author:
OveReAction
Posts: 50


If you're using sackbots you could have a system setup where the range of your explosion is covered by a tag sensor set to a tag on the sackbot. If your sackbot is within that range when it explodes have a wireless signal sent to the sackbot telling it to also explode.

I suppose you could do a similar setup with a human player where you have a piece of invisible holo follow the player and it emits something lethal over the sackboy for a split second to kill it. It wouldn't be as elegant but it would do the job.
2011-09-17 13:00:00

Author:
Xaif
Posts: 365


How about shrinking bomb crates ( sorry don't know how it's actually called) to it's minimum and set them in place you want them to explode?
You almost can't see them and you can cover it up if you still do.
2011-09-18 08:49:00

Author:
AlPhAoMeGa81
Posts: 73


I wanted to avoid putting the explosive inside the object for aesthetics.

Shrinking may work.

I think I will try the idea of a holographic follower chasing the player. Since I am not using Sackbots, this seems like a smart solution.
2011-09-19 15:38:00

Author:
Unknown User


Emitter on bot, emit explosive with self-triggering logic. 0.1 seconds later, self-destruct bot (just in case it survives the explosion or the explosive couldn't get emitted).2011-09-19 16:03:00

Author:
Antikris
Posts: 1340


@Antikris this was for non-sackbot levels.

After a while of messing around, I finally got something useable.
I have an emiter and the "bomb"
The "bomb" is in 2 pieces, the Bits n' Blobs (Egg) and a single piece of Holo material.
The Hollow material is set to follow a tag on the Egg wherever it goes.
The Egg has a simple timer on it. When it reaches the target time on the Sequencer, a Battery is triggered, then the Destroyer .3 seconds after.
The Battery is attached to a counter set to 1.
The counter starts the timer, which is set for .3-.5 seconds(in sync with the explosion.) When the timer hits, the holo material emits a ring of invisible lethal material. The timer also resets the counter so that it doesnt reactivate.
Shortly after, the holo material will disappear.


http://www.youtube.com/watch?v=vKbIhJ3zr3E
2011-09-19 20:34:00

Author:
Unknown User


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