Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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How to make sackbots lie down?
Archive: 17 posts
Hey there guys I almost finished my project and was already making bits for my next level. It will have some kind of war theme and I need sackbots to 'lie' down as if they were hurt. From what I tried nothing works at all. ALso I'd like to know if there's ABSOULUTELY NO WAY to make sackbotsies invincible(*without setting the on fire to be invincible to fire etc)? Not even a trick or something? If the answer is sadly no is there a way to hide(with decorations or something the lethal effects on sackbots? OH yeah and I know how to make Sackbotsies emit stuff but how do I make it so that they can AIM where to emit stuf like with a gun or bazooka? | 2012-04-19 15:54:00 Author: Frenzie Posts: 308 |
A. gyroscopes are your friends. B. It can be done... but not in the way your wanting it to work and would require faking dangers with thin layers. C. Go to one of many community 'free' levels... find an aimiable bot (theres thousands of them) take it back to create and learn from disecting it. This is the best method for learning. | 2012-04-19 16:15:00 Author: ForgottenEnigma Posts: 1414 |
For making them lie down, use a gyroscope facing the direction you want him. As for the aiming, make a circle of holo, place a microchip in the exact middle of it, in the microchip put a follow to follow the sackbot, add the emitter, place a joystick rotator and put the output of the player controlled controlinator analog sticks into the input of the joystick rotator, now it will follow the sackbot and rotate EDIT: what he said above | 2012-04-19 16:18:00 Author: damaz10 Posts: 771 |
TY guys helped a lot Also any ideas of how to simulate sparks(via holo or whatever way you know)? PS: Cool levels queued some of them | 2012-04-19 20:06:00 Author: Frenzie Posts: 308 |
My favorite sparks have always been a handful of yellow leds (the old thin-layer lights from LBP1) shrunk down to tiny size. For some reason they fall really slowly when they're shrunk down that much so they work pretty well for sparks. It helps to sticker them yellow to cover the black edge around the perimeter. | 2012-04-22 04:38:00 Author: Sehven Posts: 2188 |
Have those LBP1 leds ty alot gonna try it Should I make a sensor activate an emmiter to emit a few of them or just glue them to a wall and connect a sensor to them. | 2012-04-22 17:19:00 Author: Frenzie Posts: 308 |
Use an emitter, it looks better and will be less of a hassle to use | 2012-04-24 00:58:00 Author: damaz10 Posts: 771 |
OK I tried it but I can only get 1 set of sparks. And if I try with more emitters connected to timers(that reset when last fills) so they may show continous sparks it doesn't look good at all Does anybody know another way to make sparks ?(like the ones of comphermc's intro of every tutorial) | 2012-04-24 08:31:00 Author: Frenzie Posts: 308 |
Hi there. I have a good idea for getting sackbots to lie down, but might be a little time consuming to expain here, just add me abd join in game and i'll show you sean88 For sparks- heres a nice way to do it. 1. Pause the game and make a small circular piece of either holo. or sticker panel material 2. on this place a Danger Tweaker set to electricity and a lightbox light set to a wide enough radius to give a nice lighting glow in your room . also set the lightbox to a whitish blue colour (same as the electricity) 3. now elsewhere near the 'spark block' we made, place a microchip. On this place a timer (set at max time of 0.3) connected to a Randomiser. Now connect this randomiser into 2 seperate timers, set to max time of 0.2. 4. now take a wire from the the first of the 2 timers (the ones set to 0.2) output and connect it to both, the lightbox, and the danger tweaker on the 'spark block' 5 now make a second copy 5. last step- Hide everything. Make the lightbox, and 'spark block'(the holo or sticker panel circle) not visible in play mode and thats it. Hope it helps | 2012-04-24 14:19:00 Author: Sean88 Posts: 662 |
erm.... if I hide everything doesn't that mean that player won't see anything? And by lightbox you mean the cube light object? | 2012-04-24 16:34:00 Author: Frenzie Posts: 308 |
Hi Frenzie. Sorry I didnt explain clear enough buddy. sorry, i was wrong in my description- Its not the cube- basically if you look through the types of lights you have, one or two can be set to 'visible in play mode' on off. Use one of these and set it to not be visible in play mode. Also, I meant, on the circular piece of of holographic material (sticker panel) your using as the 'spark block', set the brightness (or opacity) to 0. -so in play or preview mode this will be invisible, but when the danger tweaker is activated it will electrify the block and the current will show up (you will only see the electricity, not the invisible matrial) Sorry if i explained unclearly. | 2012-04-25 12:28:00 Author: Sean88 Posts: 662 |
Ty a lot. But I think it is no problem if I use holo instead of sticker panel no?(since I don't have sticker panel) | 2012-04-26 07:21:00 Author: Frenzie Posts: 308 |
yes...thats how i do it my friend.... I have a model done out i can give you if you like... just join me in game and i'll give it to you for reference on most nights between 11pm-3am GMT. be on in 10 hours | 2012-04-26 13:57:00 Author: Sean88 Posts: 662 |
couldn't you also use the attract-o-tweak and stand a sackbot on it's side? | 2012-04-26 15:35:00 Author: GribbleGrunger Posts: 3910 |
No attract-o-tweakers here(and no paid DLC) | 2012-04-26 17:11:00 Author: Frenzie Posts: 308 |
Hi Frenzie. Sorry, I gave a bad example last time. OK. 1. Place a circular clock of holographic material, 1 layer thick. 2. Use the corner editor to make the edges jagged and stretched (like an explasion graphic) 3. now glue this in place where you want the spark effect to happen. 4. On this holo circle, place a danger tweaker set to electricity, make the holo 0 brightness 5. next, on a chip somewhere beside it place a quick timer connected to a randomiser. 6. Set the randomisers tweaks to a desireable off and on lenght (for the spark repeating) 6. Lastly, wire the output from the randomiser into the danger tweaker on the holo. Explained badly last time, sorry. | 2012-04-27 14:09:00 Author: Sean88 Posts: 662 |
NP need I understood these perfectly at first. Don't worry ty for the explanations. I just explained GribbleGrunger that I don't have any attract-o-tweakers. | 2012-04-27 17:27:00 Author: Frenzie Posts: 308 |
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