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Grabbable Objects

Archive: 10 posts


Is there a way to make an object only grabbable by one Sackbot at a time but can be stolen by other Sackbots just by grabbing? I'm trying to make a simple versus level whereby the winner is the one holding the object at the end.

Really want to finish making a level - the point and click adventure I'm making is perhaps a little ambitious and taking an awfully long time to complete!

Thanks!
2012-06-29 23:35:00

Author:
guitarsareboring
Posts: 35


Use a material tweaker and set the grabbability to "One Grab" or something like that.2012-06-29 23:39:00

Author:
L1N3R1D3R
Posts: 13447


You mean like the ball from the Factory of a Better Tomorrow Basketball mini-game? I believe this effect can simply be achieved by using a Material Tweaker with the 'Single Grab' setting.
At least I think it's called 'Single Grab', I forget the name off hand, but it is in there.

EDIT -
Snap!
2012-06-29 23:39:00

Author:
Ostler5000
Posts: 1017


Oooh brilliant, that sounds perfect, I'll try that later! Thanks!2012-06-30 04:41:00

Author:
guitarsareboring
Posts: 35


So, for some reason my second sackbot won't grab anything at all, even when the first one is situated well away from the object in question.

Anyone got any idea why?
2012-07-01 20:41:00

Author:
guitarsareboring
Posts: 35


That's odd about the second sackbot!

Unrelated to your new problem, but how to achieve the stealing effect:

http://i.imgur.com/JuStP.jpg


YOU WILL NEED
Microchip
Grab sensor
Counter (count up from 0 to 1)
Timer* (count up from 0.0 to 0.3 seconds)
Selector
Single grab tweaker
Multi grab tweaker

* The timer should be set to play forward automatically, not increase/decrease.

Attach the grab sensor to the counter.
Attach the counter to itself (reset) and the 2nd selector input.
Attach the 1st selector output to the multi grab tweaker.
Attach the 2nd selector output to the timer and the single grab tweaker.
Attach the timer to itself (reset) and the selector (reset).


COMMENTARY
The issue with "single grab" is that it limits to one grabber at a time...
but overrides the ability for a new grabber to "steal" from the old grabber like you requested.
The advice you were given was good and clean, but I would try the above.

It creates a feedback loop where the object is grabbable by multiple players most of the time.
But whenever a new player grabs it, for a short period it goes "aha!" and switches to single grab.

You might want to increase the timer up to 0.5 seconds or 1.0 seconds to give the newest player more time to run off with the object without everyone grabbing it back right away.

This might require some experimenting, but I think it comes close to a solution.

Good luck!
2012-07-03 04:21:00

Author:
Unknown User


Thanks for your help guys. The original suggestion of single grab did what I intended it to, but I'll try yours too arbiekko, so I can learn more about the logic.

I ended up deleting the 2nd sackbot and making a new one with the exact same stuff on the chip. No idea what was wrong before but the new one does as it's told!

I published my level earlier if anyone is interested. It's 2 player only at the moment and is called 'Parachute Scramble'. It's the first level I've published, so it's very basic. I'll make some changes to it, I'm sure! Still working on the point and click adventure but I feel I can relax a bit more and stop rushing now I've done this!

What thread should I post about the level in?
2012-07-03 13:16:00

Author:
guitarsareboring
Posts: 35


Head on over to the LEVEL SHOWCASE and post a link!

http://www.lbpcentral.com/forums/forumdisplay.php?40-Level-Showcase
2012-07-03 13:51:00

Author:
Unknown User


Thanks for the comments on the level, really appreciate it. I didn't want the inverted Y axis anyway, it was forced upon me by design - because I wanted to have the players falling on their side, I had to tilt the whole level 90 degrees, so had to wire the L/R to U/D on the advanced mover and U/D to L/R to compensate - and that in turn switched the Y axis. If I tilt the level 90 degrees the other way, the x axis will be switched and I definitely don't want that. Hopefully with a bit of research I might be able to sort it!

Definitely want to add some rewards. Toyed with the idea of point bubbles, falling crates that force the player to let go of the Sackbot, electrified clouds and power ups that slow down the other player. May well implement those over time.
2012-07-03 15:38:00

Author:
guitarsareboring
Posts: 35


Thanks for the comments on the level, really appreciate it. I didn't want the inverted Y axis anyway, it was forced upon me by design - because I wanted to have the players falling on their side, I had to tilt the whole level 90 degrees, so had to wire the L/R to U/D on the advanced mover and U/D to L/R to compensate - and that in turn switched the Y axis. If I tilt the level 90 degrees the other way, the x axis will be switched and I definitely don't want that. Hopefully with a bit of research I might be able to sort it!

Definitely want to add some rewards. Toyed with the idea of point bubbles, falling crates that force the player to let go of the Sackbot, electrified clouds and power ups that slow down the other player. May well implement those over time.

Those all sound like great ideas and it's also perfectly fine in my book to continually improve the levels that you?ve already published. Good luck.
2012-07-03 19:27:00

Author:
peoriaspitfire
Posts: 359


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