Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet Vita    [LBPV] Help!
#1

I can't get my endless runner to work right?

Archive: 6 posts


Hi there well i'm making an endless runner and well I just can't seem to get the road to fit together I use a emitter to emit the road which has a mover set to -20 and anti-gravity and the other basics. But then when I use a hologram with a tag on it and the road has a impact sensor and its set to the tag and it is supposed to activate a new mover that speed up the piece so that they will connect. But this never works I've tried many different solutions I just need some help.

Thanks
2013-04-11 01:20:00

Author:
dudeman779
Posts: 37


Do you have the emitter set to emit it at a comparable speed? This helps bumping it up to the last bit to shore up the gaps. 2013-04-11 01:44:00

Author:
jwwphotos
Posts: 11383


i cant say i have a vita myself but do any of the tools work similar to how it is shown for lbp2? if so this may help im not sure..

http://www.youtube.com/watch?v=GEplXDGqtAM
2013-04-11 01:52:00

Author:
Arastoph
Posts: 216


It sounds like you need to tweak the impact sensor so that its activated when impacted with adjacent edges as hologram material doesn't activate impact sensors without doing so as it has no collision.2013-04-11 03:10:00

Author:
OriginalCreator
Posts: 217


To be honest, I wouldn't bother with the impact sensor.. I have done fine just having a bit of speed on the emitter.

What I do to trigger a new piece is I have a tag at the end of each emitted piece and a sensor at 90 degrees looking in the direction of the emitter and on past it a bit to insure I register the newest section until it is clear and ready for a new block. As soon as it is past that 90 degree line, the "send a new random piece" sub routine logic is sent the all clear.

I also have that "all clear" sensor sitting a tiny bit before it is needed so the emitter ends up waiting just a minor bit for the piece to actually clear. That way it is already queued up and ready to go to account for any lag in the randomizer selection and other additional logic to handle what stage and sub stage for all the different variants of segments being sent.

The emitter speed is just to shore up the gaps when needed. Especially necessary later on as the speed the blocks are moving keep increasing. There are several movers on each emitted block ran by a selector looking at the central timer and stage subroutine at the center of the level that controls the speed of all blocks.

What is cool is I have two sets of blocks both upper and lower and there is never a gap. ..if curious, just look for my level Trapped!
2013-04-11 03:36:00

Author:
jwwphotos
Posts: 11383


Thanks everyone but i can't quite get it to work but I'll keep trying2013-04-11 22:32:00

Author:
dudeman779
Posts: 37


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.