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Is it possible for the Creatinator to shoot different kinds of things?

Archive: 7 posts


Is it possible to make a Creatinator emit different things? If yes, how do you do so?

I'm planning to create something, The Confectinator ( Creatinator ). I'm gonna make it shoot different kinds of things. Like example, you equiped the Strawberry Bomb, and later you changed to the Sticky Cake. Is that possible?
2012-03-19 14:30:00

Author:
Unknown User


Yes, that is possible. You would emit an invisible piece of holo that contains logic that, depending on circumtstances, emits the relevant object by itself. Having that second tier object adopt the same speed and trajectory of the holo might be a challenge. Or not. I haven't done this before yet.

You can let the holo know what to emit by using tags and tag sensors: wireless communication.
2012-03-19 14:56:00

Author:
Antikris
Posts: 1340


I've done this before. But I was just emmiting random objects, not like what you desribed with emmiting different projectiles at different points. (In that scenario, couldn't you just pick up a different Creatinator?)

Anyhow, for emmiting randomised objects, I set up a block of cardboard, with a square of hologram in the middle.
The Cardboard (Or any other material) is important, otherwise your Creatinator will be able to shoot it's hologram into walls and other objects, and understandably, that can break some parts of the level, or cause players to waste ammo shooting, seemingly, nothing.

On the cardboard, place a Battery, into a Destroyer. This means that almost immediately after appearing, the cardboard vanishes, and the Hologram can emmit it's object(s).
On the bit hologram, you'll want to place a Microchip, and in the Microchip, place a Randomiser, all your emmiters, a Timer and a Tag. Set the timer to count to 0.1 and wire it into the Randomiser. Set the Randomiser to 'Overide Pattern' and then stick the Randomisers output into all the emmiters. Place all the Emmited objects inside the Cardboard square. What this does, is ensure that objects can be emmited into the exact same space the cardboard occupied.
As for getting your emitted objects to travel through the air at the right speeds, you might need to screw around a bit but if I remember correctly, all I did was set the Emmiters to not 'Ignore parent velocity' meaning the objects would appear moving at the same speed and direction as the cardboard had.

Finally, that Tag I told you to put in the Microchip. You'll need that to carry Player Signitures, assuming you're using them.
The cakes or whatever the hell you're launching about, if they have anything to do with allocating a score to a certain player or whatever, it's important they keep the Player Sig. Unfortunately, the emmiters on the hologram don't carry the player signiture themselves. But the Tag on the piece of hologram does.
You can resolve that problem by making it so the emmited objects require an Impact with that Tag to engage any Tags or other logic on them, which, in turn activates score givers and such.
This bit is a little more complicated, so I'll re-iterate this later if need be.

I hope this helps you out.

Now, I used a randomiser to emmit any of the 3 or 4 projectiles I was using, however, you said that you wanted to emmit specific objects at specific areas. In that case, you would just get rid of the Randomiser and Timer, and use a Tag Sensor with a massive radius to activate the correct emmiter. All you would need to do is set up Tags throughout your level that inform the emmited Holo+Cardboard which projectile to emmit.
2012-03-19 17:17:00

Author:
Ostler5000
Posts: 1017


Because of this happiness, I think I'm going to burst! :eek:

Thank yoooooooooouuuuuuuuuuu Antikris and Ostler5000!!!!!!!! <3
2012-03-20 02:30:00

Author:
Unknown User


(In that scenario, couldn't you just pick up a different Creatinator?)

Methinks he meant something like that one level that that one guy made that emulated super blood and gore.
2012-03-20 03:44:00

Author:
Speedynutty68
Posts: 1614


I've done this before. But I was just emmiting random objects, not like what you desribed with emmiting different projectiles at different points. (In that scenario, couldn't you just pick up a different Creatinator?)

That certainly is the most easy route, though not the most elegant. It will probably bug out when you try to emit and destroy a creatinator at a random point inside the level where there happens to be no room to spawn it. So then you cave, do the whole system away and place preset creatinators at set points in the level.

I'd definitely try the single creatinator system I suggested but be aware of the difficulties you may encounter; solve that problem first and test it extensively.
2012-03-20 13:12:00

Author:
Antikris
Posts: 1340


That certainly is the most easy route, though not the most elegant. It will probably bug out when you try to emit and destroy a creatinator at a random point inside the level where there happens to be no room to spawn it. So then you cave, do the whole system away and place preset creatinators at set points in the level.

I'd definitely try the single creatinator system I suggested but be aware of the difficulties you may encounter; solve that problem first and test it extensively.

True.
But I sort of imagined a variety of Creatinators spread about the level. Not the Creatinator-emmiting deal I've seen before. For what I gathered from the OP, it struck me that having various Creatinators around the level would be suffiecient for the desired result. However, you're definitely right, the hologram-emmiting idea is much better.
2012-03-20 13:24:00

Author:
Ostler5000
Posts: 1017


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