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#1

Dat Glass

Archive: 6 posts


Hi everyone. I've kinda hit a snare while working on my newest level. I want to keep a pane of glass in front of the level. I know, I know; it sounds too simple. The trick here is that I want to have two sets of glass that my sackbot can switch between upon pressing a button. Any help is appreciated. 2012-04-06 19:04:00

Author:
Captain_Dinosaur
Posts: 214


You will need:

2 emitters, 2 tags, 2 tag sensors, 2 destroyers,2 followers, 2 glass panes,1 selector

You should do:

On the glass, put a follower set to follow the bot.
Then a tag sensor connected to a destroyer. Make sure to name the sensors differently for each pane.

On a microchip connected to the bot, connect the 2 emitters and 2 tags (matching those on the glass) to 2 selector outputs. Connect an input to cycle to swap glass. The idea being when output 1 is on, the tag sensor will also destroy pane 2 and vice versa.

Extra:

You can add a brief darkness period with global lighting if you want to hide the transition.

connect a sequencer to the input. Place a dark global lighting tweaker. Follow this with a normal global lighting tweaker. This will cause a blackout hiding the glass transition.

Hope this makes some sense.
2012-04-06 19:14:00

Author:
ForgottenEnigma
Posts: 1414


I still can't get it to work right. I've followed your instructions to a "T" , but to no avail.2012-04-06 20:37:00

Author:
Captain_Dinosaur
Posts: 214


Probably because you didn't set the emitters. Dave didn't mention how to tweak them, so I will. Make sure the emitted objects are tweaked so the glass with the tag sensor, destroyer, and follower are being emitted. Then, tweak the emitter to "One Time", Lifetime: (Infinite), Ignore Parent Velocity: Yes. These are out of order. Give this a try. If it works, stop reading here. If it doesn't, continue reading.

It not working may because the game is emitting, and destroying something at the same time. I believe that sometimes the emitters try to emit before the destroyer destroys. So, to fix this, you will need to tweak the emitters differently. Tweak the emitter to "On", Frequency: 0.1 Seconds, Lifetime: (Infinite), Max Emitted: 1.
Hopefully this will work.
2012-04-09 02:50:00

Author:
Wolffy123
Posts: 406


Oh yeah sorry, apologies, I was aiming more along the lines of a set of guidelines rather than rules... I was expecting you to interpret the basic guide and to make it your own as I believe thats a better way to learn in situations like these. That being said if you did encounter an issue... it's likely that Wolffy's guide above has pinpointed the problem so I would just follow that. If you have any more issues I'll try to be more specific in future.2012-04-09 20:21:00

Author:
ForgottenEnigma
Posts: 1414


It not working may because the game is emitting, and destroying something at the same time. I believe that sometimes the emitters try to emit before the destroyer destroys.

They'll go on the same frame, but the emitter won't fire if something's in its way.

I assumed the pieces of glass were static, rather than following the bot, in which case just glue a blob of DM/LM to them, then you can emit them on top of each other without worrying about the emitter blocking rule.

If the pieces of glass have to move, then you'll have to trigger the destroyer one frame before you fire the emitter.
2012-04-09 23:34:00

Author:
Aya042
Posts: 2870


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