Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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Multi-layer Sticky?
Archive: 11 posts
Was wondering, if anyone was aware of a way to cause something on layer 1 for example to sticky to an object on layer 2 via logic. | 2013-06-05 23:42:00 Author: Unknown User |
Not 100% sure what you mean, but you could try using invisible sticker panel to glue 2 segments together. | 2013-06-06 22:17:00 Author: Plokster Posts: 35 |
Ya not sure try activating a material tweaker set to 100% stickness on a piece of invisibe material in the thin layer between the two objects you want stuck together ...OR maybe have object 1 follow object 2 via follower/tag (make sure to not allow in/out movement!) | 2013-06-07 07:53:00 Author: dolphins-r-lame Posts: 281 |
Hi cgpice. I think i understand what you mean- as an object in layer 1 passes in front of another object in layer 2, they move togeather? If so, try this 1. Make the 2 objects, 1 on layer 1, 1 on layer 2. 2. Mke a piece of sticker panel, 2 layers thick (so it goes through both pieces on both layers. Glue this to back layer bock only, and make this, sticker panel block,invisible. (also, depending on the activation zone of the glue effect, set the x and y size of the sp bock to be no wider then the block its glued to) 3. On this Sticker Panel, 2 layer block place in the center, a microchip. 4. On this chip place an Impact Sensor (set to detect a blue tag labelled 'GlUE&apos. Wire this impact sensor to a follower (set to:- Accel=100, Follow blue tag labelled ' GLUE TO ME', Radius to 20). 5. On the block in the front layer (not glued to the others, place a chip right in the center. On this place 2 blue tags, , one labelled 'GLUE', and one labelled ' GLUE TO ME''. ---HOW IT WORKS--- The block in th front layer has 2 tags on it that are both on. This can be moved freely about. The block behind can be moved about freely too. However it has glued to it, an invisible sticker panel block that extends into the first layer,as well as the second. The Impact sensor on this is off, however when it comes in contact with the block in the first layer, it senses the GLUE tag and activates. This in turn activates the follower, which follows the GLUE TO ME tag on the front layer block. (A SIDE NOTE:- I would make the sticker panel block smaller than the width of the back block and glue it centrally to it as this will give you a region of overlapping before the effect takes place. I hope this is helpful, let me know. | 2013-06-07 13:17:00 Author: Sean88 Posts: 662 |
Hey, thanks for the help but what I want really isnt possible, the way I want it unfortunately. What I wanted had to do with a player moving a topdown character within a space, and then rotating the "world". The issue comes from the fact that when rotating the world if you are not the center then when rotation occurs you will actually move within the world (its hard to explain, put simple you must remain the center of rotation) so I was attempting to have the objects of the world move forward backward left and right when moving, and have themselves glue to an invisible structure that would manage rotation around me :3 put simply, dont bother, what I want isnt possible yet and can be done using cameras anyway so i guess the exact method is just a dream XD | 2013-06-07 15:59:00 Author: Unknown User |
put simply, dont bother, what I want isnt possible yet and can be done using cameras anyway so i guess the exact method is just a dream XD Actually, evret has managed to make a level rotate around a player successfully in his first person camera level, although I'm not sure if it will work with top down movement, but I thought it would be worth a mention. | 2013-06-08 23:22:00 Author: Mopkins Posts: 123 |
Actually, evret has managed to make a level rotate around a player successfully in his first person camera level, although I'm not sure if it will work with top down movement, but I thought it would be worth a mention. Well it would, since first person camera levels are just top down with a glitched view. But I cant figure a way to have the center of the world rotate with you as you move, the only viable system I could come up with is having a tile system, merely because I cant spawn hologram, and have the hologram glue itself to a surface, and I cant have something glue to a layer that it isnt connected to either, so im amazed if he was able to overcome movement + proper rotation issues | 2013-06-09 00:12:00 Author: Unknown User |
so im amazed if he was able to overcome movement + proper rotation issues That's pretty much what he's overcome! I'm not sure if you've had experience with the glitched first person cam (I personally made little progress with my own concepts), but you should take a close look at his copyable level. The camera itself remains totally stationary, with the ENTIRE level rotating and moving around them. It's pretty crazy but with the camera fixed on the player you'd never know the difference. | 2013-06-09 02:49:00 Author: Mopkins Posts: 123 |
Yea, I just did, he did something pretty smart that I totally overlooked, While the level rotates the whole level moves to keep the level centered on the player by utilizing signal strength of tags, both on an x and y axis base. rather smart, I hadnt thought of moving the level with the rotation to prevent the unwanted movement | 2013-06-09 03:30:00 Author: Unknown User |
while in my copyable level the level moves, it's just as easy to have the level rotate and the player do all the moving, coz all it's still kept in the right position with the signals recieved from the non-rotating room. there is also quite a bit of pointless logic in that level, that was the very first working version of it and i have optimized and changed heaps since. if you play this level http://lbp.me/v/h-hky3 you will see that stability and rotation/movement speed has been greatly improved, it uses the same basic idea but the method has been overhauled | 2013-06-09 04:29:00 Author: evret Posts: 612 |
Yea, I noticed that Iv already changed it to use less logic, I just hadnt thought about doing it that way, I have to thank you for the base logic though, it would have taken me ages to come up with a solution like that | 2013-06-09 05:54:00 Author: Unknown User |
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