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Help with sword emitting?

Archive: 6 posts


I'm trying to make a level where if you press the Square button, it will emit a sword that swings in front of the sackbot. I trying using an emitter to emit the sword that was attached to some hologram with a motor bolt to make it spin, but it ended up looking weird. I also need to know how to make it som that it always swings in front of him, without needing to press left or right, and so it doesn't get left behind when you move. Any help is greatly appriciated. It would also be nice if you might be able to test your ideas before posting them. Thanks!2012-03-10 03:47:00

Author:
EndofLight
Posts: 24


1) Instead of having a actual sword moving in front of your character, I would probably just animate a swipe by using several pieces of sticker panel or hologram (assuming of course the artstyle of your level allows this).

2) You can use a selector to "remember" which direction you pressed last, and then use that as a reference point.
Simply wire the Left/Right output from your controlinator into a Direction Splitter, and wire both the + and - outputs into their own separate Sequencer set to Positional with a Battery covering the entire length of the Sequencer.
Finally wire the output from each Battery into the Inputs on a two-port Selector.

Your Selector will now activate either Output 1 or 2 depending on which direction you pressed last, and you can use this information to dictate which of the two directional sword animations you want to activate
2012-03-10 12:25:00

Author:
Slaeden-Bob
Posts: 605


Thanks! This will help a lot except I didn't get the DLC with the sticker panel yet. What exactly does it do?2012-03-11 03:14:00

Author:
EndofLight
Posts: 24


The sticker panel allows stickers to look like they are floating there. (Probably the worst definition of it ever XD). It works better then putting the sticker on hologram/cardboard. Oh, here is a better definition: Sticker Panel is exactly the same as Hologram, except, it displays stickers with better quality. Also, you can tweak the Opaque settings on it, (How see through it is). You can see the Sticker Panel tutorial on LBP2 I think. You don't need to purchase the DLC to watch it I believe. ANYWAYS. In this case, I recommend using hologram instead of sticker panel. This is because the hologram "glows" and gives off an animation feel, like a "woosh" look to it. Sticker panel is more solid, and looks fake. Sticker panel is best for Fonts and stickers in general because it doesn't "glow" and ruin the effect of the sticker/font. I hope this helped.. a little. 2012-03-11 05:01:00

Author:
Wolffy123
Posts: 406


2) You can use a selector to "remember" which direction you pressed last, and then use that as a reference point.
Simply wire the Left/Right output from your controlinator into a Direction Splitter, and wire both the + and - outputs into their own separate Sequencer set to Positional with a Battery covering the entire length of the Sequencer.
Finally wire the output from each Battery into the Inputs on a two-port Selector.

Your Selector will now activate either Output 1 or 2 depending on which direction you pressed last, and you can use this information to dictate which of the two directional sword animations you want to activate

I don't see the point in the sequencers in this. I make Sackbots capable of remembering which direction was pressed last all the time, and I have a nice reusable chip I use. Just have the direction splitter go into a two port selector, one in the first input, one in the second. Have those signals go where ever you need, just be sure to remember which is which. And if you want a nice way of letting the player know which way was pressed last, have both selector outputs go into a direction combiner, and that goes into the horizontal input of the six axis of the Sackbot override controlinator.
2012-03-11 08:58:00

Author:
SuddenEnigma
Posts: 70


Just have the direction splitter go into a two port selector, one in the first input, one in the second.

Problem with that is that the selector won't update if the analog stick is only moved very slightly to the left or right. The controlinator's analog stick output only produces the digital '1' required to affect the selector if its analog output is greater than 75%. The positional sequencer solution suggested by Slaeden-Bob is one way to work around this.

Another way would be to feed the outputs from the direction splitter via the L2 and R2 inputs/outputs on another controlinator on the Sackbot's 'brain' (remembering to disable the "Override Sackbot" option) before feeding them into the selector. This solution uses about 75% less thermo, and also eliminates the frame of latency you get with positional sequencers.

So this...

http://i6.lbp.me/img/ft/2967938ad7568622bfb8431534b96e0f8571f7a7.png

...would give you a Sackbot which always faces the last direction you pressed. Note that the four circuit nodes on the embedded controlinator are unnecessary - I just included them to make the wiring more obvious.
2012-03-11 19:11:00

Author:
Aya042
Posts: 2870


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