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RPG: Ability to Aquire Weapons

Archive: 5 posts


Hello, guys. I've been watching tutorials from comphermc (LBPlanetorials) on Youtube. And he made an AMAZING level called Wizard. If you haven't played it, i suggest you go check it out because it's really good. But anyways...

In this level, you begin with certain abilities. Once you get to this elevator, you move through this hologram material (or aquire this one power-up) and you are able to press another button now to perform a new attack.

My question:
How would you make this in a level? Like you're going through the stage with these basic abilities, all of a sudden, you see a shiny object, "ooh, what is that?" you grab it and it triggers the ability to press another button for a new attack or possibly press the same button for a completely new attack? I understand that this is a complex question but if anyone can help me out or give me any hints I'd greatly appreciate it. (:
2012-01-02 00:37:00

Author:
Unknown User


Hey AcePhantom! The way i would do this is make each power its OWN microchip (i suggest making icons for each power so you dont mix them up) that way you can turn them on and off with the bottom input on the microchip of each power. Next, you have to have a way to turn it on (because when it starts, you won't have those powers right?) so:
- put a microchip on that object that you want to be grabbed that gives the power

STEP 1: Making the object effect the character (wirelessly)
- inside that micro chip place a grab sensor, a counter, and a tag (i suggest you label, say, the name of the power so that you dont mix colors with other powers)
- attach the grab sensor to the counter and t he counter to the tag
- tweak the counter to a max of 1
STEP 2: Making the Power's Microchip turn on
- On the Sackbot's microchip (not the power's microchip) place a tag sensor and a counter
- attach the tag sensor to the counter and the counter to the on/off input of the power's microchip
- tweak the tag sensor to a very very very large (like, the largest) maximum detection range and to the color/label of the previous step
- tweak the counter to a max of 1
STEP 3: Making one power turn off the other when activated
- make BOTH powers on their own microchip
- place a not gate and attach it to first power
- attach the logic from the previous step to that not gate and to other power

So, to make this understandable, basically you have to make a permanent switch on the object so that when its activated (by a grab sensor or a player sensor or whatever you want) it stays on making the tag be on at all times. Next, the reason you have to make such a large detection range on the tag sensor is because when you spawn a new sackbot when you die it has to be able to pick up that that power has been activated. Each power has to be on a microchip so that you can turn it on/off. The not gate allows the microchip to be on and the other off, then switch when activated.
I'm sure you understand the logic of this because of comphermc's tutorials, which by thew way are some of the best in learning logic.

Messege me if you dont understand and I'll help you out anyway I can!
2012-01-02 03:00:00

Author:
septamus112
Posts: 82


Ahh, thanks alot septamus, you're amazing! Actually of all this stuff, the whole logic system and everything is really hard for me to understand.. ): dont get me wrong, i'm a very smart person but i've never really been the best at math, when there's too many numbers and variables or things in general in the equation, my brain tends to shut down... i get overwhelmed easily. but i'm still practicing, still learning, in my freetime i watch comphermc's tutorials then i'll do exactly what he does and I'll begin to understand and i realize "hey i can apply this to so and so" and i'll learn more about the uses of certain gadgets and combinations of gadgets. But i will definitely look over your ideas and see if i can make this work. and if i have any questions, comments or concerns, i'll message you. again, thanks alot septamus! (:2012-01-02 05:17:00

Author:
Unknown User


Hey AcePhantom! The way i would do this is make each power its OWN microchip (i suggest making icons for each power so you dont mix them up) that way you can turn them on and off with the bottom input on the microchip of each power. Next, you have to have a way to turn it on (because when it starts, you won't have those powers right?) so:
- put a microchip on that object that you want to be grabbed that gives the power

STEP 1: Making the object effect the character (wirelessly)
- inside that micro chip place a grab sensor, a counter, and a tag (i suggest you label, say, the name of the power so that you dont mix colors with other powers)
- attach the grab sensor to the counter and t he counter to the tag
- tweak the counter to a max of 1
STEP 2: Making the Power's Microchip turn on
- On the Sackbot's microchip (not the power's microchip) place a tag sensor and a counter
- attach the tag sensor to the counter and the counter to the on/off input of the power's microchip
- tweak the tag sensor to a very very very large (like, the largest) maximum detection range and to the color/label of the previous step
- tweak the counter to a max of 1
STEP 3: Making one power turn off the other when activated
- make BOTH powers on their own microchip
- place a not gate and attach it to first power
- attach the logic from the previous step to that not gate and to other power

So, to make this understandable, basically you have to make a permanent switch on the object so that when its activated (by a grab sensor or a player sensor or whatever you want) it stays on making the tag be on at all times. Next, the reason you have to make such a large detection range on the tag sensor is because when you spawn a new sackbot when you die it has to be able to pick up that that power has been activated. Each power has to be on a microchip so that you can turn it on/off. The not gate allows the microchip to be on and the other off, then switch when activated.
I'm sure you understand the logic of this because of comphermc's tutorials, which by thew way are some of the best in learning logic.

Messege me if you dont understand and I'll help you out anyway I can!

Darn... You beat me! D: Oh well. Couldn't have said it better myself.
2012-01-02 07:21:00

Author:
Speedynutty68
Posts: 1614


To use something put a permanent switch connected to an and gate with the other requirement(s). When you get the new item turn on the permanent switch and if you want to get rid of it reset the switch.2012-01-02 08:49:00

Author:
LMMN
Posts: 58


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