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#1

Gliding?

Archive: 9 posts


My new project is to create batman arkam city and im completley stumped on how to glide. I know how to fly and hover, but gliding is something that im completley confused about. Any ideas or links?2011-10-17 02:15:00

Author:
lilballer22
Posts: 63


Well, just put a mover with a speed of (-,+(Depending on the way you want to glide) say 5, -6). That'll giver you a nice gliding effect and you can just have a sound of flying through the air. No need to give me credit, its all your's. 2011-10-17 02:26:00

Author:
Undarivik
Posts: 442


Yea just change the left/right and up/down values to change how fast/slow you want the person to move. So you can have a huge falling speed or a slight one. For Batman, I would say to have a pretty slight one though.2011-10-17 03:56:00

Author:
Speedynutty68
Posts: 1614


Why hasn't anyone mention the Gravity Tweaker yet? Set it to a gravity value between 0% and 100% to see gravity having an altered effect on the object/sackbot. Your object is falling, but not as fast as normal.2011-10-17 15:13:00

Author:
Antikris
Posts: 1340


If you want more control, have a controllinator emit when they jump off a building, with wings, and have it eject and destroy itself when it reaches it destination. It could look pretty cool too if done right.2011-10-17 16:09:00

Author:
CYMBOL
Posts: 1230


If you want more control, have a controllinator emit when they jump off a building, with wings, and have it eject and destroy itself when it reaches it destination. It could look pretty cool too if done right.

In LBP1 we would have used Floaty material for a glider. In LBP2, OP can use logic for it; a gravity tweaker with increased dampening (and anti gravity set to 0%) could already achieve great effect. Or more to the point, have the tweaker activated when grabbed; it should prevent a sackboy/bot from falling like a brick.

Maintaining its horizontal momentum, however, when no feet are touching solid ground...

Have the grab sensor activate an entire chip. Apart from the antigrav tweaker on it, add a speed sensor that checks outputs horizontal movement. The following requires more experience with speed sensors on my side, but someone correct me if I am wrong: now, split the sensor signal in a positive and negative signal using a splitter. Have the positive wire activate a basic mover that moves the glider to the right; vice versa for the negative signal and a mover to the left.

I'd need to see it work first before I can comment on what happens when the player touches down with the glider but still hangs on to it. And whether feet back on the ground will now correctly slow down the glider's momentum. But this should get you started.
2011-10-17 16:56:00

Author:
Antikris
Posts: 1340


Mhmm, i had already figured out that using a mover wouldnt work because it would only make my character reach the ground faster which isnt what gliding is really about. But you guys at the end were right i used a mover on a sequencer pushing me right or left depending on what direction im facing about a 3.0 in speed, then i used an anti gravity tweaker with 80% antigravity and 20% dampening, and to sell it all i put a gyroscope on the sequencer turned left so my character is actually in a sky diving motion. With the camera i chose and the noises i chose it looks amazing, thanks anyways.2011-10-18 03:05:00

Author:
lilballer22
Posts: 63


With the camera i chose and the noises i chose it looks amazing, thanks anyways.

Post the level in the forums when finished. I would love to take a look.
2011-10-18 12:26:00

Author:
Antikris
Posts: 1340


Sure, should be done by friday.2011-10-19 03:12:00

Author:
lilballer22
Posts: 63


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