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#1

Invisible fire and/or electricity in LBP2?

Archive: 11 posts


I'm wondering if there are any glitched materials that have the properties of fire and electric while looking perfectly normal in every way including the ability to sticker it? I have the glitched spike material that you can change into any material, even stickering it, and it acts like spikes.

I know in LBP1 there were invisible hazard materials for fire and electric, and I'm not talking about the one where you make invisible dark matter hazardous. I'm talking about where any material can have the effect of a hazard, but no visual signs of the hazard, and can even be stickered. A good example is the LBP1 level dream of white by riku04. His level has invisible fire, electricity, and plasma. On top of that everything in his level is the speckled concrete material and stickered white, even the electric and fire parts. In LBP2 you can just use invisible holo or sticker panel for invisible plasma, but you can't make it invisible fire or electricity because the flames and electric lines are still visible. If I knew what materials were used in LBP1 and where to get them I could see if they are still invisible in LBP2. I've done an in game search and all I find are the ones where you turn invisible dark matter hazardous. So is there a way to do invisible fire and/or electricity in LBP2 that is truely invisible, but can be changed to any material and even stickered just like the LBP2 glitched spike material? Or if not is there any way to get truly invisible fire and/or electricity in LBP2 even if I can't change material or sticker?
2012-09-17 18:20:00

Author:
Hana_Kami
Posts: 393


I personally don't know of a way to get rid of the flame animation, but I have been using invisible SP to get the fire animation without the cinder effect that coats danger tweaked materials. Not that it helps. Sorry.2012-09-17 18:48:00

Author:
DreadRandal
Posts: 434


Can't you use logic to turn on a hazard tweaker for a split second when a player touches it?2012-09-18 03:15:00

Author:
one-mad-bunny
Posts: 334


Can't you use logic to turn on a hazard tweaker for a split second when a player touches it?

No, because when it turns on you see the flame animation and electric lines.
2012-09-18 18:05:00

Author:
Hana_Kami
Posts: 393


This is actually possible to do.
I have an invisible object that has no collision detection (but can still kill Sackpeople), and has no lethal animations whatsoever when lethalized (with a Danger Tweaker). It's constrained to a square shape since it's not actually a material, but that shouldn't matter because you can just merge it and glue it onto anything you like.

I can have it up in a level by tomorrow if you'd like.
2012-09-18 22:09:00

Author:
Blue Helmet
Posts: 306


hmmm... An interesting problem. I'm not near my ps3 at the moment....but heres some ideas that MIGHT work.

1. make the object you want to be lethal.
Next, create a cube of sticker panel (big enough to cover your object in both size and layers), and make it 0 opacitiy (invisible) now you
can lethalise it with plasma or poison gas.
Put in in play mode and as the sticker panel is invisible the dangers will be too. It ony works this way on gas and plasma though.

2. To lethalise an object with invisible fire:-
Its kinda the same principle and not 100% foolproof. Make your object as before. Next, as before, make a cube of invisible sticker panel.
This time however, make this cube 3 layers thick and a huge (bigger than screen) size.
On the original object that you want to be lethal place an impact sensor (or a player sensor).
Next, place a microchip on the huge invisible sticker panel cube. On this pllace a Not gate wired into a non lethal danger tweaker.
Then place another fire danger tweaker on the chip.

Lastly, (on the original object you want to make lethal)'s sensor, connect it to the fire danger tweaker directly.
Also, connect the same sensor up to the Not Gate. Now move the invis sp cube down over the object.

2 works as follows:-
as you trigger the sensor on the said object, it will change the state of the invis. sp cube covering it to lethal fire, but as you move out of
sensor range it will fire the not gate, unlethalising the invis sp cube. The actual object never is on fire, rather the invis cube covering
around it and that you can walk through. As its so big you cant see fire animations on the edges.

Sorry if this sounds confusing... Be happy to join and show you in game
2012-09-19 02:19:00

Author:
Sean88
Posts: 662


^ But that only works for one player. Everyone inside the cube would be killed even if only one player touched it.2012-09-19 02:28:00

Author:
Blue Helmet
Posts: 306


A low-tech solution may be in "hiding" the hazard object within a normal object, boxing it in with a very thin shell of non-hazard material (turn grid off). It will prevent the flames or electricity from being seen, but will still cause damage when touched because the shell isn't thick enough to trigger the game's collision detection for a sackbot/sackperson. You may have encountered this before if you tried to build a level, as I have, with a fire floor and very thin "carpet" of normal material on top. The fire "burns" through the carpet and kills the sackperson, but the fire is not visible, because the carpet covers it up.2012-09-19 08:00:00

Author:
Unknown User


You could try this:

Player touches the material (can be any material really), activating Impact Sensor.
Impact sensor is connected to an emitter. The emitter will emit deadly holo material (0% visibility) at a very high speed at the sack person.

Sackperson killed, material looks innocent.
2012-09-20 16:34:00

Author:
Stuifie3
Posts: 37


Electricity effect does not show when covered by sticker panel of at least 3% translucency. Fire I can't help you with.2012-09-22 21:35:00

Author:
Antikris
Posts: 1340


Thanks for the help everyone! ^^ Sorry for late reply, been busy the past week.


This is actually possible to do.
I have an invisible object that has no collision detection (but can still kill Sackpeople), and has no lethal animations whatsoever when lethalized (with a Danger Tweaker). It's constrained to a square shape since it's not actually a material, but that shouldn't matter because you can just merge it and glue it onto anything you like.

I can have it up in a level by tomorrow if you'd like.

Sure, I'm willing to try anything. ^^


hmmm... An interesting problem. I'm not near my ps3 at the moment....but heres some ideas that MIGHT work.

1. make the object you want to be lethal.
Next, create a cube of sticker panel (big enough to cover your object in both size and layers), and make it 0 opacitiy (invisible) now you
can lethalise it with plasma or poison gas.
Put in in play mode and as the sticker panel is invisible the dangers will be too. It ony works this way on gas and plasma though.

2. To lethalise an object with invisible fire:-
Its kinda the same principle and not 100% foolproof. Make your object as before. Next, as before, make a cube of invisible sticker panel.
This time however, make this cube 3 layers thick and a huge (bigger than screen) size.
On the original object that you want to be lethal place an impact sensor (or a player sensor).
Next, place a microchip on the huge invisible sticker panel cube. On this pllace a Not gate wired into a non lethal danger tweaker.
Then place another fire danger tweaker on the chip.

Lastly, (on the original object you want to make lethal)'s sensor, connect it to the fire danger tweaker directly.
Also, connect the same sensor up to the Not Gate. Now move the invis sp cube down over the object.

2 works as follows:-
as you trigger the sensor on the said object, it will change the state of the invis. sp cube covering it to lethal fire, but as you move out of
sensor range it will fire the not gate, unlethalising the invis sp cube. The actual object never is on fire, rather the invis cube covering
around it and that you can walk through. As its so big you cant see fire animations on the edges.

Sorry if this sounds confusing... Be happy to join and show you in game

No, it's not confusing, but it wouldn't work in multi. Thanks for trying to help. ^^


A low-tech solution may be in "hiding" the hazard object within a normal object, boxing it in with a very thin shell of non-hazard material (turn grid off). It will prevent the flames or electricity from being seen, but will still cause damage when touched because the shell isn't thick enough to trigger the game's collision detection for a sackbot/sackperson. You may have encountered this before if you tried to build a level, as I have, with a fire floor and very thin "carpet" of normal material on top. The fire "burns" through the carpet and kills the sackperson, but the fire is not visible, because the carpet covers it up.

But the flame animation can still be seen, and this won't work against walls because impact won't be hard enough.


You could try this:

Player touches the material (can be any material really), activating Impact Sensor.
Impact sensor is connected to an emitter. The emitter will emit deadly holo material (0% visibility) at a very high speed at the sack person.

Sackperson killed, material looks innocent.

Impact sensors need enough force to activate that way.


Electricity effect does not show when covered by sticker panel of at least 3% translucency. Fire I can't help you with.

I will have to give this a try. ^^
2012-09-30 05:05:00

Author:
Hana_Kami
Posts: 393


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