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Making a twin-stick shooter vehicle (Or finding a premade one)
Archive: 10 posts
I'm trying to make a boss at the end of my level that switches the gameplay to a twin-stick style thing, where Sackboy commandeers a little ship to take on a big threat. The problem is, I have no idea how to do the logic required for a twin-stick vehicle. I've tried looking for tutorial levels with giveaways, but have problems editing the objects they give. All I want is a ship that I move with the left stick, rotate with the right stick, and fire with R1 and/or X. Can anyone help? | 2012-01-14 01:45:00 Author: Behonkiss Posts: 229 |
Wire the left stick to an Adv. mover. Wire the right stick to a Joystick rotater. Wire R1 and X to an OR gate wired to an emitter. | 2012-01-14 14:09:00 Author: Zero10100 Posts: 385 |
Note that you can make the controllinator invisible in its menu if you don't want players to see themselves on the ship. | 2012-01-14 16:58:00 Author: Unknown User |
you should also add dampening/deceleration to both the mover and rotator, so they dont keep moving after you release the sticks | 2012-01-14 17:09:00 Author: evret Posts: 612 |
"you can make the controllinator invisible in its menu if you don't want players to see themselves on the ship." I wish I would have thought about that earlier today. Instead I made it remote control and had to fight the camera because it wanted to look at the player and not the ship. I just put the player and controllinator behind the ship in a different layer, but the invisible option would have saved me time. | 2012-01-15 03:01:00 Author: CardboardBoxMan Posts: 60 |
you should also add dampening/deceleration to both the mover and rotator, so they dont keep moving after you release the sticks I can only find acceleration on the rotator; how do I make it so that it won't accidentally keep spinning when I let go of the right stick? Some other questions: How do I do a health/damage system for my ship and the boss, as well as spawning another ship after the old one explodes and Sackboy respawns from a nearby checkpoint? The emitter's set up to shoot missiles perfectly, but I don't know how to make it so that the boss explodes in 30-40 hits or so. | 2012-01-16 21:11:00 Author: Behonkiss Posts: 229 |
For the Health bar you can just wire an impact sensor (require tag) to a counter wired to a destroyer. For the check point, put a player sensor near the checkpoint and wire it to an emitter to spawn the ships. | 2012-01-16 22:48:00 Author: Zero10100 Posts: 385 |
If you want a better health system where you can see the health on a timer and make it be anything from 0 to 1000 hp, I got my Health Meter Toolkit (link in signature). For the emmiting ship, you actually have to test if the ammount of players is smaller than the amount of ships. If there's only 1 player, then Zero's solution is fine. Or you could prevent the player from accessing an area after he is inside the ship, so when he dies he spaws somewhere players can't be in ship. There they can have a new ship. Or place a button and let the player emmit ships. | 2012-01-17 00:57:00 Author: Unknown User |
If you want a better health system where you can see the health on a timer and make it be anything from 0 to 1000 hp, I got my Health Meter Toolkit (link in signature). I actually did download that earlier today, and though it seems to be exactly what I'm looking for, I can't figure out how to apply it to my ship, even with the tutorials (I know, I suck at LBP2 logic). Do you have any additional online tutorials or videos showing how to use it other than the built-in notes? | 2012-01-17 02:36:00 Author: Behonkiss Posts: 229 |
I actually did download that earlier today, and though it seems to be exactly what I'm looking for, I can't figure out how to apply it to my ship, even with the tutorials (I know, I suck at LBP2 logic). Do you have any additional online tutorials or videos showing how to use it other than the built-in notes? In my opinion, just use a counter for now. Once you get the game done, you can decide whether you want variable damage. Use whatever works for 'you', if you don't understand it, you're not going to be able to 'fix' it when it's not working how you wanted. Right now, I think a counter is your best bet. | 2012-01-19 15:14:00 Author: SSTAGG1 Posts: 1136 |
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