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zombie level questions

Archive: 12 posts


i have been working on a new zombie level and i really want to make it a great level. so i have a couple questions. first, how do i make it so zombies destroy barriers to get to you, and then you can repair it by standing by it like in COD? second, i have a wave meter that counts waves by lines, but how do i make it so it just counts up... example, 1,2,3 etc2013-08-12 03:42:00

Author:
IeatFrogs
Posts: 36


1. Destroying barriers.
One way is that you'll have to have the sackbots or whatever you are using to have a tag on them. The barriers will have a tag sensor next to them that sees this tag and says, "OH NO! ZOMBIES! I'M DYING". In other words set the tag sensor to a direction combiner (negative) which connects to a timer or sequencer if you want multiple states of decay and don't want to use multiple timers and simply set a tag sensor (on the barrier this time) that senses a tag with a label that says "destroy" or something and set it to a destroyer. The sequencer/timer should be set to emit the tag labeled 'destroy' when it reaches 0.
2. Repairing.
Same thing as 1 but plug it into the positive side.
3. Use a counter.
2013-08-12 22:23:00

Author:
koltonaugust
Posts: 1382


ok. im getting most of what your saying. im still a bit confused though. i want it so there is like 4 barriers and when a zombie is a layer behind the barriers it destroys one piece at a time then the zombie (s) can escape. but then when any of the players stand by the barrier it makes the barriers appear one at a time. i dont get the part when you said that the sequencer/timer should be set to emit the tag labeled destroy when it reaches 0. also wont i have to use a player sensor instead of a tag sensor when repairing? sorry, but im kinda stupid when it comes to lbp logic2013-08-13 02:53:00

Author:
IeatFrogs
Posts: 36


http://farm8.staticflickr.com/7294/9507459554_7c5069fbf1_b.jpg
Here's my setup from how I did it. The emitters on the far right are hooked up to the batteries and are merely for decoration of the barricade. The emitter directly to the left of it is what makes the invisible wall that prevents the zombies from getting in. The sequencer is quite basic and I would personally spend some time fine tuning it if this were a project of mine. Right now the timing is kind of funky.
It's not shown in the picture but that and switch at the bottom (connected to the player tag search (I use a sackbot because I would probably end up making powers in my level and make sure the player couldn't jump out the window) and not gate which inverts the battery farthest right on the sequencer) connects to a note below the window that says "Repair Barricade - Square")W
http://farm6.staticflickr.com/5446/9504669443_3f20b0c49c_b.jpg
Which brings us to another point I added: Holding square (that's what the controllinator is for). I think this simple touch makes players feel more involved; however, I would add an animation of the player repairing the barricade which I did not in this short demonstration.
As for the sequencer, it is set up to forwards/backwards input and the input provided it a direction combiner with the zombie tag sensor being for the negative side and the player tag and square input as the positive.
http://farm6.staticflickr.com/5537/9504667221_e2d5e6c4df_b.jpg
The player sackbot is really simple. I put a remote controllinator as a receiver and left the rest unaltered and stuck a tag that said player on it. Now why would I use a sackbot if I didn't do anything to it? Simple. This way if later on I say, "hey what if I don't want my player jumping through the windows?" or, "You know, I don't want my players just jumping through a window. I want them to DIVE out the windows." Then you could do that. As long as there is no water, you're fine.
http://farm3.staticflickr.com/2858/9504665215_2d426fe802_b.jpg
This sackbot may seem complicated but honestly, it's just because I'm terrible at sackbot animation. The microchip is solely for attack left and attack right. The emitters are there for effect and to emit a tag that says 'attack' which I would use for the player to calculate attack. I would personally add an animation for when he's at the barricade but I got lazy. Just make sure you have a tag that says 'zombie'.
http://farm8.staticflickr.com/7389/9504670471_6fb0db7e72_b.jpg
Here's what it looks like all built up. Why do I have an invisible material and the wooden beam? Honestly you don't HAVE to do this but I find that some objects won't emit occasionally if they are really close to another, so I dephysicalized the wood and put a smaller invisible material there as well so it's not quite as close to the edges of the window.
http://farm8.staticflickr.com/7342/9507467310_10b612a216_b.jpg
Like I said, I would add an animation. But this is doing its job. As you can see two of the boards are gone.
http://farm8.staticflickr.com/7317/9504673065_27c54c4056_b.jpg
The zombie animation in effect.
2013-08-14 03:33:00

Author:
koltonaugust
Posts: 1382


thanks a bunch! i have one more question though. do i tinker with the settings of the emmiters to the right of the the microchip? btw im not using a sackbot. im just using a player sensor. the only sackbots are the zombies.2013-08-14 19:24:00

Author:
IeatFrogs
Posts: 36


That's fine not using a sackbot. I just use them for the reason stated in post, to add later. Also I wouldn't want any death by hazards simply because I feel like I could create a cool death animation given time. As for the emitters, yeah. I normally put them as 0.0 emit time, infinite duration (only because I make sure they are destroyed myself), max of 1 at a time, and don't delete last emitted to emit another (I don't recall the actual name but it's a setting). Feel free to tinker with those all you like!2013-08-14 19:33:00

Author:
koltonaugust
Posts: 1382


46476 alright, so does this look right? i still dont know what to put in the emmiters. im sure i just misse it in your photo tutorial2013-08-15 21:23:00

Author:
IeatFrogs
Posts: 36


It doesn't really matter how it looks or if it differs from mine as long as it works. The only thing I see from the picture that would definitely mess up is the lack of wires to the destroy emitted (the input on the bottom of the emitters (I hooked it up to the battery before the battery that activates the emitter which is why I had an extra battery)). Also that and switch will never activate because it's missing an input.
The emitters are filled with the decorations that are the barricade. In the photo tutorial they are the blue squares with sticks on them.
2013-08-16 02:10:00

Author:
koltonaugust
Posts: 1382


last question, i swear. lol. if the battery before the battery hooks up to the emitter then what does the and gate hook up to? also does the not gate hook up to anything?2013-08-16 03:39:00

Author:
IeatFrogs
Posts: 36


Each emitter is hooked up to two batteries which I placed adjacent to each other on the sequencer. The battery on the left hooks up to the bottom input on the emitter and the battery on the right goes to the side input. The 'and' gate's input is from the inverse of the last battery of the sequencer (the 'not' gate) and the player sensor. The and gate is entirely not necessary as I used it to make the note show up that says "repair barricade - square". Judging from your logic, I don't think you use that so you don't need it. And don't worry about asking so many questions! That's what this forum is for 2013-08-16 15:30:00

Author:
koltonaugust
Posts: 1382


thanks! i deleted the not gate, And gate, and the note. i also deleted 2 emmiters and batteries sinceim only gonna use 3 boards (parts of barrier) but when i tried it out, the boards were not there right away. how do i make it so the barriers are there from the start?46506 what it looks like now 46507 what im putting it in first2013-08-16 19:26:00

Author:
IeatFrogs
Posts: 36


Yikes! I'm not really sure! I would just reverse the order of the batteries and switch the direction combiner input since there's not much on the sequencer.2013-08-16 21:09:00

Author:
koltonaugust
Posts: 1382


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