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Problem creating a custom weapon
Archive: 6 posts
I'm making a city-themed level, and attempting to make a custom weapon for it. It's supposed to basically behave the same way as the default boxing glove powerup that puts the player on autopilot and speeds them up for a few seconds, only shaped like a taxi. Unfortunately, despite saving the taxi as a custom object and (I think) having the necessary parts on it, it doesn't show up for selection when I try and pick a specific weaponator's choice. I've put a chassis on the bottom, a cockpit on the top, and a Self Weaponizer on the side pointing in the same direction as the first two parts. I've saved the taxi as a custom object after all this, but for the specific weaponator, only Team LBP objects are displayed. Does anybody know what I'm missing here? | 2012-11-11 19:13:00 Author: Behonkiss Posts: 229 |
I think you actually do NOT use a chasis for Transforming weapons. That and make sure you got that weaponator attached and everything is grouped together. EDIT: Was looking through my old weapons beta video, and i do NOT see a chasis in the pieces i used for my autopilot weapon What it looks like is at 10:07 The logic is at 15:53 (the chasis would've been under the wooden stick) http://www.youtube.com/watch?v=AU_23MX9Ooo | 2012-11-11 21:11:00 Author: JKthree Posts: 1125 |
I just tried it, and the object doesn't show up if you put a chassis on it, for some reason. Try it without the chassis. | 2012-11-11 21:27:00 Author: Plokster Posts: 35 |
Took off the chassis, re-saved the item, and now the weaponator was able to pick it up. The new problem now is that it doesn't seem to register in the actual game when I try and test actual gameplay in both the editor and Play Mode. I drive over the weaponator, but nothing appears in my driver's hand, there's no symbol in the bottom corner of the screen, and I get that out-of-ammo click when I press the weapon button. Does something else need to be adjusted? | 2012-11-12 01:28:00 Author: Behonkiss Posts: 229 |
Maybe it has something to do with the type of weaponator you used. I tried this using the specific weaponator and had no problems with out tweaking it at all. | 2012-11-12 03:09:00 Author: Dfw86 Posts: 138 |
Does it make the same sound as if you drove over a weaponator with a weapon already in hand? Sometimes you can't fire a new weapon if the previous weapon you fired is still out there (there are some exceptions to this like mines and missles this even includes a duration of something that ended early, say you had a 10 second boost that ended in 5 seconds from a foe's missle). Also make sure you update the weaponator with the new version, Sometimes if you delete a saved object, emitters and weaponators that used it stop working. I haven't had this happen in the full game as of yet (perhaps its fixed) but it always happened in the beta, so you never know | 2012-11-12 04:19:00 Author: JKthree Posts: 1125 |
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