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LBP2- How to reduce Thermometer levels
Archive: 4 posts
Hello Gamers! Im making a recreation of DayZ, and the sackbot takes up 2 bars of the thermo. I tried LBP1 versions of thermo reducers but they wont work in lbp2. Any help is appreciated. Thanks! | 2012-08-16 23:49:00 Author: Unknown User |
only way we could help is to try optimizing your logic, and we cant do that without you either posting pics and explaining or having someone join you in-game. | 2012-08-17 08:56:00 Author: evret Posts: 612 |
Hmm. It sounds like that sackbot is responsible for those two bars of thermo. By removing the sackbot, you should be able to reduce the thermo by approximately two bars! You can also blauaahhhhhhhh * brain falls out of my stupid head * I'm just joking about. Sackbots are a trouble zone for me, and when I've used them I've built the rest of the level to satisfaction first, and let that dictate the complexity of the bot. Don't rely too much on "tricks" to cram unreasonable tons of high thermo objects into the level, especially if the level itself isn't complete yet. Thermo tricks have a cost that the player pays ahead, with long load times and, where emitters and interaction are involved, weird lag. Have you finished designing and decorating the whole level? If not, set the bot aside and work out the landscape for now. You have a clear cost for the bot: two bars of thermo for the first one, and additional copies of that bot should cost less. You'll know better where to perform design triage when the level itself is complete: maybe it's no problem having a high thermo bot. Almost certainly you're going to need to use emitters, which will rubber band the amount of thermo used up and down depending on things. Good luck! | 2012-08-17 10:36:00 Author: Unknown User |
Take a look at this tutorial: https://lbpcentral.lbp-hub.com/index.php?t=69827-Working-With-The-Emit-Destroy-Technique | 2012-08-17 20:52:00 Author: Pookachoo Posts: 838 |
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