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Hologram color set to player color...
Archive: 7 posts
Can anyone tell to me how this works? I mean this work by proximity? by a sensor? what's trigger the color of the hologram when it's set to player color?? | 2011-09-27 19:17:00 Author: xquake Posts: 73 |
It turns to player colour via an input, so if a switch is activated by a player the hologram will illuminate with the colour of the player. | 2011-09-27 19:20:00 Author: FlipMeister Posts: 631 |
It turns to player colour via an input, so if a switch is activated by a player the hologram will illuminate with the colour of the player. Ok, and what about a hologram that is emmited? I have a problem with a hologram that is emmited and the color is not constant. I mean, I have a level (sackgrius) where each player has it's own ship and then the user can launch a "target locator"(using L2, when the user got the poweup) that is a hologram, and this hologram always change the color for all the ship, so instead each user having its own target locator with each player's color, all emmited target locator get the same color (which is random) for all the ship... the same color... Is not big deal, but I just wondering... By the way thanks a lot for answer me | 2011-09-28 00:03:00 Author: xquake Posts: 73 |
But, where are the emitters, what triggers them and what triggers the holograms ? | 2011-09-28 00:21:00 Author: Unknown User |
Set the hologram color of the to-be emitted object to Player Color in its options. The emitter that emits it need to either receive a signal containing player data or be attached to an object with a controlinator stuck to it that is under the control of a player. What I find most practical myself, however, is just wire the Active output of a (receiving) controlinator on the object to the input of an AND gate, hook the triggering logic for the emitter to the other input of that gate and wire the AND gate's output to the emitter. | 2011-09-28 10:22:00 Author: Antikris Posts: 1340 |
Set the hologram color of the to-be emitted object to Player Color in its options. The emitter that emits it need to either receive a signal containing player data or be attached to an object with a controlinator stuck to it that is under the control of a player. What I find most practical myself, however, is just wire the Active output of a (receiving) controlinator on the object to the input of an AND gate, hook the triggering logic for the emitter to the other input of that gate and wire the AND gate's output to the emitter. Thank you! That's sound clever... I will try to figure it out with this advice. thank you very much. @pivottt The emmited hologram object is attached to a microchip that is over the "ship", this ship has a "receiver" controlinator, to trigger the emmiter, the user has to press L2, it will launch the emmiter. | 2011-09-28 11:35:00 Author: xquake Posts: 73 |
It seems Antikris knows more than me about player-tracking signals. | 2011-09-28 22:51:00 Author: Unknown User |
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