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Interaction with Hologram
Archive: 8 posts
Hey there everybody. This is more of an open ended discussion, rather than a direct question, per se. My friend group and I are the kind of people who enjoy create battles; build some big weapons and then blow the living snot out of each other for the sole reason of it being fun. However, recently we made a development in the use of sackbots that allow them to spawn continuously from a peice of controlled hologram that shifts control between the bot and the spawner, allowing for a sackbot to become essentially immortal throgh infinite respawns wherever the controller pleases. As you can imagine, this was fun at the start, but has become rather annoying to say the least during our create battles. It sort of takes the fun out of things. So I decided that these 'ghost' bots needed a counter of sorts, perhaps a 'field' where the moveable hologram would not be able to enter and spawn sackbots inside of - but this is proving rather difficult. There are 2 possible solutions to the problem: 1. Somehow the hologram is destroyed, likely with the use of a destroyer and something being attached. 2. The hologram spawner is 'forced' from the area, akin to attaching a mover and thrusting it out of the area. The problem is that for either of these to work, it requires being able to attach or glue a peice of hologram to another with no external logic being applied. My first thought was to fire a moveable peice of hologram that follows the player (the player inside the controlllinator on the moveable hologram spawner) and emits another peice of hologram with destroyer logic applied - my hope was that the emitted piece would meld with the controllable hologram and blow it up, but this seems to not be the case. I have seen light matter mold into one object when a piece is emitted on top of another, but this doesn't happen with hologram. So.. yeah. Any ideas on how to interact with hologram dynamically? | 2012-06-24 12:41:00 Author: iliketosayblah Posts: 77 |
well there are plenty more solutions to your problem than 2, when asking for help it's best to just describe what you want to happen, and under what circumstances. trying to point possible helpers in a particular direction may send them down the wrong path when there could be way simpler solutions. what type of area are you wanting to keep players/creators in? for example if it's just a general area you could have a tag in the center, and when a spawner moves a certain distance from it (inverted tag sensor) it will turn off the mover and turn on a follower that brings the spawner back within range of the tag. you could also interrupt certain controls as a player reaches a certain boundary using impact sensors. without more information from you it's hard for anyone to give you the best information to suit your needs. as for the infinite spawning you can have your spawn button go to a 2 port AND gate and an inverted counter (set to total number of spawns), then wire the counter to the other input of the AND gate, then wire the AND gate to the emitter. this will stop the player spawning after it reaches the count. alternatively you could just wire a your spawn button to a 2 port XOR gate and a standard counter, then wire the counter to the other input of the XOR, then also wire the counter to a destroyer. this will destroy the spawner and kill the player when it reaches the count. | 2012-06-24 15:15:00 Author: evret Posts: 612 |
Right, fair enough. Sorry for the lack of clarification. Essentially, I am looking for a way to either force movement on, or destroy, what is essentially an unmodified peice of hologram material - that is to say, that it has no logic. Or atleast the example piece of hologram would start with no logic, but would then have it added on via some means; basically that is my question: is it possible to add logic to an umodified piece of hologram without use of the popit? | 2012-06-24 19:32:00 Author: iliketosayblah Posts: 77 |
why exactly does it need to start with no logic? is there a reason you cant just turn on a microchip under certain circumstances? | 2012-06-24 20:55:00 Author: evret Posts: 612 |
In effect, yes. I could do that, and it would make life easier; unfortunately it isn't the result I am after. This is specifically for random create battles, and that is where the main problem lies. | 2012-06-24 20:59:00 Author: iliketosayblah Posts: 77 |
If you're going to avoid giving direct answers I'm not going to bother responding again. Why is it not the result you are after? Is it because players could tamper with it? If that's the case there are plenty of ways to hide microchips, even on a basic bit of holo. I'm trying to help but you're not making it easy....... | 2012-06-25 02:32:00 Author: evret Posts: 612 |
just explain what you want to do and I'm sure Evret will help. don't explain what you have tried, are going to try or why you are trying it that way... as Evret pointed out, there may be an easier way of accomplishing it what's your scenario and what would you like to happen? | 2012-06-25 03:12:00 Author: GribbleGrunger Posts: 3910 |
just explain what you want to do and I'm sure Evret will help. don't explain what you have tried, are going to try or why you are trying it that way... as Evret pointed out, there may be an easier way of accomplishing it what's your scenario and what would you like to happen? i'm not claiming to have the answer, but I believe the reason noone else has offered any advice in this thread is because the OP wasnt clear what the main goal was. @ iliketosayblah you wanted the spawner to behave a certain way (problem A), then tried to get it working where you encountered the issue with spawning holo not connecting to original holo(problem B). then you came on here asking for help with problem B when we would be best able to help you if you provided all the info for problem A. so basicly just give all the details of the way you want the spawner to behave. what i've gotten so far is: made of holo must have a controlinator for the player has at least a mover, a follower, a tag sensor and an emitter. you want to be able limit the areas it can move into. you want to limit the number of times the player can respawn. you want to use this with other players while in create mode. what other properties should it have? what else do you not what it to b able to do? do you want to prevent players from tampering with spawn/area limitations? what layers are being used by the weapons and/or environment? (for example if you are not using the back most thin layer you could have the player riding on invisible solid material, then have the border for the area made with the same thin layer. you could also then emitt something that could stick to then destroy it). | 2012-06-25 08:22:00 Author: evret Posts: 612 |
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