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Emitter Wall Sensitive

Archive: 7 posts


VThis is the type of logic that stumps me. Have you ever played a portal level where the blocks did. Not just fly out of the gun and automaticaaly when it hits a wall or ground and automatically stick to something? I'm talking about when your in a portal level and you shoot the gun and it appears as a ball and as soon it bits a wall, the ball is deleted and emitted at where it hit the wall appears the portal.

What I'm trying to do is get a monster to spit out a ball of ice at a wall ceiling where ever and in its spot when it hits that wall will be a sheet of sticky yet slippery piece of ice.

This project has been bugging me for a while, I would really appreciate some help on this!
2012-02-05 08:46:00

Author:
Unknown User


Put an impact sensor on the ball and wire it into a sequencer.
Put an emitter and then a destroyer on the sequencer.
Use the emitter to emit the sheet of ice with a tweaker to make it sticky.
Set the sequencer speed to 0.1
2012-02-05 15:09:00

Author:
Zero10100
Posts: 385


But that doesn't explain how I can get the emitter to turn the platform emitted so it can stick to the roof or wall when it hits that spot.

If the ball hits a wall, the platform should be vertical. And if were to hit the ground the platform would appear horizontal
2012-02-05 18:54:00

Author:
Unknown User


How many directions are we talking here? If only 4 (floor, ceiling, left and right walls) then it should be pretty easy, assuming those surfaces are perfectly straight too.

The problem with emitters is that if something's in the way then it will fail, so you have to take that into account. In that case you either need to use sticker panel / holograms or make sure the ice is emitted above the surface so that it falls onto it. Though they each have their own benefits and it might be useful to combine the two, as the sticker panel will cover the seem when it comes into contact with the ground and the ice (glass I assume) can be used to create the slippery effect.

What I'd do would be to create a thin sheet of glass and combine that with some sticker panel or hologram to make it look more like ice and not just a thin block. Attach a gyro to it so it stays upright, a 0% gravity tweaker and an impact sensor attached to a one shot counter and a 100% dampening tweaker. This means that when the ball hits a floor, you want to emit this piece and when that hits the wall it stops dead in the position. You'll have to fiddle around with various aspects but that will do it in a very simple limited way. You'll need two separate emitters obviously so it emits either a vertical or horizontal patch depending on which surface is hit, each surface determined by tagged impact sensors.

Alternatively you could make it so that you divide your room up into small sections and have logic that when it turns on the surface becomes slippy with a holo / sticker panel becoming visible, i.e. when the ice ball hits them. You can have it so that the piece hit and the two adjacent pieces either side are activated. This allows for a lot more freedom as the surface can be at any angle but it will be a lot more time consuming. It will also look miles better too though...
2012-02-05 20:08:00

Author:
Xaif
Posts: 365


Eureka i figured out! Thanks for the input guys!2012-02-06 01:54:00

Author:
Unknown User


Do share 0_o2012-02-06 05:23:00

Author:
Mr_Fusion
Posts: 1799


Intresting huh xD?

Well I might be able to explain it better to arrow morning just because I'm on an iPod right now and it could be long to explain, I'm not really sure.

I wanted an emitted object to shoot out a tile corresponding to a wall, floor, where ever so I looked at a few things I could have done.

I created a ball (can't remember what was on it) and it would be my projectile that everyone would see flying through the air. Next I put down 8 hologram arrows, each pointing out from the ball, one pointing up towards the roof; one twords the ground ;two for each horizontal side than 4 for each diagonal. Those arrows will tell us which way to shoot emit the tile, platform, whatever. Each arrow on impact will delete everything, that is connected, but before that will have an emitted told fired out in it's place. Well from there I'll go into detail later, because the rest I'm not to sure right now.

Many portal games use this method of making portals because visually it looks better than a sackbot shooting out a long orange or blue rectangle, and it's efficient. I could make an example level with it of you want to see it in action.

Yes or no?
2012-02-06 06:15:00

Author:
Unknown User


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