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At World's End (MM Pick) Question

Archive: 5 posts


As you know, At World's End is probably the best silouhette level out there. (If thats how you spell it). At one point, your on top of the Castle/Church Thing, and a Huge Tornado Thing comes out of nowhere! I thought that things was so dang amazing

Anyone know how he made it or how it was done? I would really appreciate it.
2011-09-28 21:12:00

Author:
DominationMags
Posts: 1840


You should take a picture, that would help us help you.2011-09-28 23:01:00

Author:
Unknown User


You should ask him

https://lbpcentral.lbp-hub.com/index.php?t=62099-At-World-s-End&highlight=world%27s

He's a member of LBPC and very friendly.
2011-09-28 23:06:00

Author:
Morgana25
Posts: 5983


I think I know what ur talking about. Does it remind you of the lost smoke monster. I think it's several linked pieces of the drill piece from the incredibles pack. Rotating as a drill does only with weed/bush/seaweed type decorations stuck on it. Sorry, I can't help with logic or n e thing. I need help with that on my thread. I'm rubbish with that.2011-09-29 22:44:00

Author:
Unknown User


See k1n9y14's reply. The snake-like logic may be achieved by bolted pieces of holo itnerconnecting all the drill segments, or, and this would look more smooth, logic that makes every (emitted) segment follow the one before it; I did that in something I am working on.

The template object for such a segment contains a tag "Segment" and a selector with as many gates as there will be (max.) segments. In front of the selector, hooked to each input are tag sensors that look for a tag "Segment"; the first selector input doesn't have one, the second one looks for 1 tag "Segment", the third for the presence of 2 tags "Segment", the fourth for 3, etcetera; what this achieves is that as segments get emitted in sequence, each segment registers how many are emitted before it and chooses a unique selector gate.

Behind each gate sits a chip with logic: a tag that identifies the segment as "Segment_[number]" and a follower set to follow tag "Segment_[number - 1]". Instead of a follower, one can also use a Look At rotator that looks at aforementioned tag, combined with a Basic mover moving it upwards. This will lead to more 'guided missile' movement (https://lbpcentral.lbp-hub.com/index.php?t=46673-How-to-make-a-simple-homing-missile).

The first segment's logic (selector output #1) doesn't need to follow any other segments but may instead be circling the player or something else. The other segments will chase behind.

Keep in mind that the Drill object is a physical object; it will collide with other solid objects, including other Drill objects. Make sure that the segments have enough space to move and won't intersect or in other ways collide.
2011-09-30 12:41:00

Author:
Antikris
Posts: 1340


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