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making a sackbot sticky
Archive: 11 posts
i am working on a level where a room turns upside down using a rotator to flip it. I need the sackbot to stay in place on the floor as it flips. Is there a way to do this? Say the sackbot is on the left side of the room, and the room rotates upside down. The sackbot should now be upside down on the on the right side of the top because it remained in its place on the floor. I considered spinning the camera to make the illusion that the room flipped, but I need the physics to always be the same globally. Simply inverting the camera means that gravity is always pulling towards the floor, but when the room is upside down I want gravity to behave accordingly. | 2011-11-11 12:58:00 Author: tdarb Posts: 689 |
have the sackbot with a mover that follows a tag and have a gyroscope on the sackbot? room turns upside down and as doing so the mover is turned on as well as the gyroscope. I don't know. I'm the worst at logic. | 2011-11-11 13:11:00 Author: biorogue Posts: 8424 |
i am working on a level where a room turns upside down using a rotator to flip it. I need the sackbot to stay in place on the floor as it flips. Is there a way to do this? Placing a tag on the floor below the sackbot, then using a combination of a follower and a loot-at rotator targeted at the tag kinda works, but you'll face the irritating problem that as soon as the angle goes beyond a certain point, the sackbot goes into "not touching the floor" mode, and its animation becomes different. If the sackbot doesn't need to move, you can just bolt it center mass to the "room" with a 100% strength bolt, and it'll stay put, relative to the room's orientation. | 2011-11-11 14:22:00 Author: Aya042 Posts: 2870 |
hmmm...neither of those ideas seem to work. I'll have to tweak the settings some more to see if I can get the rotator/follower working, but the room turns so quickly that any setting high enough to keep up seems to either smush the sackbot onto the ground, or glitch him straight through the floor. Maybe I can mess a little more with positioning. I dunno. The problem is, the sackbot is player controlled, so it could be anywhere in the room when it flips. | 2011-11-11 15:09:00 Author: tdarb Posts: 689 |
Try an anti matter tweak on. Then with a mover that goes down when x button is pressed then timed to go back up. At the end of the cycle make sure the system kills itself to a reset point (selector) Also gyroscope. Anti gravity for dampening and well anti gravity. Hit me up on the ps3 if u want help. Haven't done it b4 but ill take a stab at it if needed | 2011-11-11 17:59:00 Author: L-I-M-I Posts: 611 |
The problem is, the sackbot is player controlled, so it could be anywhere in the room when it flips. Hang on. Are you rotating the room only, or the room AND the camera? If you're only rotating the room, then the sackbot would naturally want to fall to the floor, so it wouldn't be on the ceiling any more, unless the plan is to allow the player to control a sackbot upside-down with respect to gravity, which is a complete pain - there's no friction between the sackbot and the 'ground' so you can't walk, and jumping has to be implemented manually. If you're rotating the room AND the camera, then any 'sticky' object would remain in the same relative location, so if it started bottom-left, it would end up bottom-left. | 2011-11-11 18:40:00 Author: Aya042 Posts: 2870 |
Thanks L-I-M-I, but I think it is slowly coming together. I could certainly use some help in testing later if you are interested though. Aya, I am just rotating the room. The camera itself is using global space. I played with your earlier suggestion, and it just wasn't working with what I was doing. Placing the tag on the floor ended up forcing the sackbot to sort of lie flat against it when the mover was activated. I've been able to modify your suggestion a little and have it mostly working now. I've extended the floor onto a spare back layer that is out of sight, and when the flip is triggered an emitter on the sackbot emits a sticky pedestal back there with the tag on it. This seems to do well for keeping the sackbot in place without pressing it against the floor, and I am using gyroscopes to orient the sackbot properly. Since I am mostly done with the sackbot at that point anyway, the weird legs in the air stance sort of works. Now if someone could tell me how to make sure the gyroscopes always flip in the same direction, I would be in good shape for now. | 2011-11-11 20:20:00 Author: tdarb Posts: 689 |
Seems like it'd be much easier to flip the camera and then simply change the directional controls to be opposites. If I understand what your trying to do correctly. | 2011-11-12 02:12:00 Author: CYMBOL Posts: 1230 |
Seems like it'd be much easier to flip the camera and then simply change the directional controls to be opposites. If I understand what your trying to do correctly. That's what I was thinking. It's probably the easiest way. But I don't really understand what it is he's trying to do... | 2011-11-13 01:22:00 Author: Speedynutty68 Posts: 1614 |
I would use Biorough's gyroscope idea, it would be the only one that makes it look like it's standing on the ceiling. Or you could use a wobble bolt to flip the room an use a game camera to make the view look like it was. EDIT: Sorry, I did'nt see cymbol's post. | 2011-11-13 02:34:00 Author: lark98-2 Posts: 116 |
You could have the Sackbot be attached to a piece of Sackbot-sized sticky invisible material, maybe on the thin or theck layer. | 2011-11-15 20:36:00 Author: Blue Helmet Posts: 306 |
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