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#1

Togglable and kill-able brains?

Archive: 4 posts


I've hit a bit of a wall trying to figure out how to get a character to not move until activated by a proximity switch, walk/run between two points on somewhat uneven ground and then disappear. The best way I've been able to think of is by toggling a brain using an on/off switch, and then killing the brain with a one-shot switch, but due to LBP's limitations on one input per object, I can't seem to do both. If I put two brains on the character, killing one doesn't make her disappear, since all brains need to be destroyed for an AI to die. I either need a different, reliable way of moving her (using motorized wheels she'll probably just fall over) or some way to do it with the AI, since it will work just using small legs. The entire level is for the most part built on the front layer so objects could be concealed behind a wall if needed. Suggestions?2009-01-13 11:29:00

Author:
phort
Posts: 74


Hmm,

How about having some dissolve material holding her in place? This could be linked to the proximity switch, once the material dissolves she will be released and start moving, then you can still have the brain linked to a one shot switch.
2009-01-13 12:13:00

Author:
EastwoodAndy
Posts: 70


There are a few ways around this...

Have a motor bolt system for movement that only activates when a player sensor is used, and moving at the same speed that sackboy runs. That should do the same as "avoid".

Make the whole thing out of dissolve, and put a magnetic key hidden on the ground where it is suppose to disappear. Have a magnetic key on the disolvable person which is connected to the dissolve itself.

If you do both of these, you have have a moving "AI like" object which does not have any brains at all, and will likely be less taxing on the thermometer.

You can also kill invulnerable brains by crushing them with very heavy objects as well. If it's planned right you can get it to crush the enemy and not the player, and that's mainly by having them activate some switch on one layer while the thing to be crushed is on another.

Just a few ideas which should help.
2009-01-13 22:15:00

Author:
Elbee23
Posts: 1280


Thanks, I wound up using the brain and just propping her up on a piece of dissolve glued under her. This works on my level (Current project is recreating Mimiga Village from Cave Story) because I use lots of speech bubbles with cinematic cameras to stop the player from messing up the events. Another possible solution I thought of if you have a problem with small characters falling over when you try to use wheels is to use a pendulum effect: attach a weight somewhere offscreen below the character to the character with a piston, and set the minimum length and strength to zero and make the piston stiff. That makes an invisible pendulum connected to the character that keeps them for the most part upright, aside from a little swinging!2009-01-14 12:08:00

Author:
phort
Posts: 74


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