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Need assistance on level

Archive: 2 posts


i'm making a Dungeon Defenders level but i'm stuck on how to summon a tower, move it around, rotate it around, put it right on a spot, cancel tower summoning and where not to summon it to.2012-01-02 23:00:00

Author:
HyperFlash
Posts: 39


Haven't been on LBP in a while (due to being grounded) so I'm sorry if I can't be as descriptive with stuff as I usually am... This is very basic description. I'm hoping to cover the basics for now and have somebody like Pivott or Antikris come in and finish it off.

When you select something from a menu, I recommend having a basic holo version of the object as a preview kind of thing. With this, you can have your actual object emitter, rotator, and movement. Then, in the emitter, there should be an option (I don't remember the name... Dx) that allows the object to be emitted in the same orientation of the emitter.

For the moving, are you using a grid movement style? Or a free roam kind of thing where you just can't place in specific parts? Both are very easy, they just have different logic sets. I haven't played Dungeon Defenders so I'm not sure what kind it has. :/

For the rotating, stick a chip on that preview object mentioned earlier. Now on that chip, a controlinator. Make that controlinator a receiver and pick whatever color you want. Just make sure the controlinator the player is in has the same color, but as a sender. Next, stamp down a rotator. I think it's called an advanced rotator? Now wire the Right stick Left/Right (On the preview object) into the left input on the rotator. That should handle the turning part. For the most part. Feel free to expand on that, guys.

Back to the moving:


For this, I would end up doing it some completely wrong way involving gridding out the entire level with tags and selectors. Don't, ever, ask me to help with a gridded movement. Ever.



For this, use an Advanced Mover. On the preview piece's chip, stamp down 2 Directional Combiners and 2 Directional Splitters. Split them up into 2 separate pairs. Wire the + of one Splitter into the + of the other Combiner. Then the - of the same Splitter into the - of the Same combiner. Then do that for the other pair.

Should look something like this: (Fail )

(Plus Splitter) ---------- (Plus Combiner)

(Minus Splitter) -------- (Minus Combiner)

Stamp down an Advanced Mover. Wire the output of one of the Combiners into the Left input of the Advanced Mover. Now wire the output of the other combiner into the Top input of the Mover. Wire the Left stick Left output into the Splitter that goes to the Combiner that goes to the Left input of the Mover. (Wow. I've never had to describe this before... xD) Then do the same for the Left stick Bottom output to the Splitter that goes to the Combiner that goes to the Top input of the Advanced mover. (Have I lost you yet? ._.; ) The reason for all that -instead of going directly from stick to mover- is because the moving is kind of messed up with it. It sometimes goes right when you want left or vice-versa. This eliminates that glitch.

I think that more-or-less covers movement?

Oh and don't forget to change the settings on the Mover to what you want them to be!


Now to keep people from placing in places you don't want, we use tags! Yay! Okay. So. Make an invisible holo shape of where you don't want things to be placed in. Now place a tag on that and name it 'Deadzone' or something that lets you know that anything touching an object with that tag (With an impact sensor) can't emit. Now on that preview object chip, place an Impact Sensor, AND Gate, and an emitter.

Wire the AND Gate into the emitter. Wire the Impact Sensor into the AND Gate. And wire the X button from the controlinator into that AND Gate. For the Impact Sensor settings, make it Include Touching, and set it to the Tag that you labeled earlier. (The 'Deadzone' one) Make sure they're the same color and label. And make it inverted.

The emitter is for the actual object the player uses. Make sure the object is emitted in the exact same spot that the preview object is. Meaning same size, orientation, and it must be perfectly inside the outer boundary of the preview object. Set it to One-Shot and make the lifetime whatever the lifetime is supposed to be. If you have another way of getting rid of it, (Such as damage or a setup on the object itself) set it to Infinite.


I'll just leave it at that for now. Try out what I've said, and maybe (Hopefully [Don't worry they will or I'll hurt them]) somebody will come and expand or fix what I said.
2012-01-03 06:24:00

Author:
Speedynutty68
Posts: 1614


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