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#1

Problem with material tweaker

Archive: 4 posts


This is the simple set up:

I have a slippery service and a piston that sends you on your way left. you jump and grab some sponge which then swings down and around to a lower slippery service. To make it easier for the player to let go I put a material tweaker on the sponge set to ungrabbable. then I put a piece of sticker panel where sackboy needs to let go. on this I put an impact sensor and link it to the material tweaker on the sponge. It works perfectly fine in preview mode. sackboy swings around, impacts the sticker panel which then forces him to let go... but when I go to play mode, if I die and return to that sponge, the material is still ungrabbable. I can't figure why it works fine when I play test it in create mode but doesn't reset when I test it in play mode

any ideas?
2012-07-04 15:19:00

Author:
GribbleGrunger
Posts: 3910


Ahhh.. Right in my ball field >

Alright. I am assuming by what you have described that you have an impact sensor on sticker panel that connects into a material tweaker on the sponge. There are a few things that could be wrong with this set-up.

1. After the sponge goes down and sackboy lets go because of the material tweaker, something is still causing the impact sensor to be on. This is probably unlikely because it works in create and not in play.

2. For some reason LBP is deciding to be dumb and makes the tweaker stay on permanently.

The best way to fix this is to make it so that if there is nothing touching the impact sensor, a material tweaker set to "Grabable" turns on, on the sponge.

Here is what I do:

Take a NOT gate, a 2 port selector, and 2 material tweakers, and place them all on a microchip on the sponge. Connect the output of the impact sensor to the input of Port 1 on the selector and the input of the NOT gate. Connect the output of the NOT gate into Port 2 on the selector. Then connect the output of Port 1 into the Non-Grabable material tweaker, and Port 2 into the other material tweaker (set to Grabable).

Now.. This set-up may cause a few problems. If you don't have a large enough sticker panel impact sensor thingy, sackboy may end up letting go and then grabing the sponge again. To fix this, make the sticker panel larger, or, have a counter set to 1 go in between the impact sensor and its current outputs.. So, it would go: Impact sensor -> Counter -> NOT gate/Port 1 of selector.. But, what you need to do is have the counter reset every time the player dies, so a player sensor set to 5000 radius and inverted connected to the RESET of the Counter would fix that.

Try this out.. If it doesn't work then I have no clue what is happening.. Good Luck
2012-07-04 15:57:00

Author:
Wolffy123
Posts: 406


cheers. That's pretty much the set up I'd thought of to rectify the problem. I was just wondering why this happened. Is it a bug then?2012-07-04 16:35:00

Author:
GribbleGrunger
Posts: 3910


I don't know, actually. I would have to see exactly what is happening with your set-up to jump to that conclusion. Maybe there is another element of your level that interferes with what you had set up. You never know.2012-07-04 19:23:00

Author:
Wolffy123
Posts: 406


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