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How do I make a gun to have overheat ammo

Archive: 4 posts


When you shoot the timer raise up and when you release the timer go down. When the timer is max you have to wait till its go down and you cant shoot2013-08-17 14:55:00

Author:
dexterlab97
Posts: 9


I take it you are looking for an effect like this right? (Skip to time index 4:00) (http://www.youtube.com/watch?v=1FLmPoe_D9U)

Assuming you refer to a Creatinator these instructions should work. Please note the following instructions won't work very well in a multiplayer enviroment.

First set up a controlinator anywhere on the level. Have it set to "Receiver" and tag color set to "Controlled by Nearest Player", and visible in Playmode to No. Now place the following in the microchip board of the Controlinator.

1 Timer - Input action to Forwards/Backwards with a time of your desire to determine how long the player needs to hold the trigger to overheat the "weapon".
1 Timer - Input action to "Start Count Down" with a time of your desire to determine how long it takes to cool down the "weapon"
1 Tag - choose a color and label of your choice.

Attach the R1 button output to the input Forwards/Backwards Timer, the Forwards/Backwards Timer output to the input of the Start Count Down Timer, and the Start Count Down Timer to the input of the tag.

Now let's prep your Ammo. Create your Ammo object in any way you want, including any effects that interact with your level. Make sure the object is pointing straight up when you build it. Now place a Microchip pointing straight up on your ammo object with the following components on the Microchip board:

1 Follower tag - specify a high maximum speed with acceleration of 100%, minimum range of 0, maximum range of 4.
1 Rocket Rotator - high rotation speed with acceleration of 100% (if you rather have the ammo be spinning when emitted, attach a basic rotator instead)
1 Tag Sensor - maximum range of 4, inverted output.
1 Destroyer - make sure to have "Include Rigid Connections" set to yes, recommended destroy effect is disappear
OPTIONAL ITEMS:
1 Impact Sensor - default settings (in case your ammo needs to be destroyed on impact with objects in your level)
1 Destroyer - make sure to have "Include Rigid Connections" set to yes, recommended destroy effect is explode

Attach the Tag Sensor to the Destroyer and if you used them the Impact Sensor to the other Destroyer. Capture the object using the Capture Objects tool from your tool bag. Now create a small piece of hologram (with a setting of 0% brightness, color white). Now attach a new Microchip to that piece with the following:

1 Tag- set to the color of that the Follower from your Ammo object is set to follow.
1 Tag Sensor - set to the color of the Tag in the Controlinator, Maximum Detection Range set to infinite,
1 NOT Gate
1 Emitter - set Input to On/Off, frequency to 0.1 seconds, max emitted to 1, max emitted at once to 1, destroy oldest when max reached to No, Create Effect recommended at Expand. The object that is emitted should be the ammo object you created still point up at it's emit point.
1 Battery
1 AND Gate
1 Sound Object - Sound Effect should be set to encourage players the gun is overloaded. The UI Squeaker is a good option. Set Input to "Play Once or Toggle"

Connect the Tag Sensor to both the NOT gate and one of the inputs of the AND gate, the NOT Gate to the Emitter, the Battery to the other input of the AND Gate, and the AND Gate to the Sound Object. Capture this object using your Capture Object tool from your tools bag. Now set up a Creatinator where you want the player to pick up the weapon. The Creatinator needs to emit the recently captured hologram object you created. MAKE SURE you rotate the object so the top of it points away from the Creatinator's mouth (emit point), in other words rotate it 90 degrees clockwise. The emitter should be set with the following options (any other options should be at your discretion): Ammo set to infinite and Single Shot set to No.

Switch to Preview mode in your Start Menu and test the Creatinator out, by constantly holding R1. This should result in the Creatinator to start firing Ammo for the time you specified to take for the weapon to overheat then start making the sound effect when the Creatinator has "overheated" which afterwards start firing normally again.

NOW IF THE WEAPON IS NOT A CONTROLINATOR, and something like a fixed cannon or if the player's control is not the player's sackperson, the steps are much easier, set up your weapon's object and your ammo can be whatever you desire with no special modifications. Just place a microchip with the following:

1 Timer - Input action to Forwards/Backwards with a time of your desire to determine how long the player needs to hold the trigger to overheat the "weapon".
1 Timer - Input action to "Start Count Down" with a time of your desire to determine how long it takes to cool down the "weapon"
2 AND Gates
1 NOT Gate
1 Sound Object - Sound Effect should be set to encourage players the gun is overloaded. The UI Squeaker is a good option. Set Input to "Play Once or Toggle"

Attach whatever triggers that weapon (usually a controlinator button output or a button output in the level) to the first timer input and one of the inputs of each of the AND gates. The first timer output needs to connect to the second timer input the second timer needs to connect to the NOT gate and the available input of one of the AND gates. The NOT gate output needs to connect to the other AND gate's available input. Connect that AND gate to whatever activates your weapon. The other AND gate (that is directly attached to the second Timer) connected to the Sound Object. This should create a similar effect.
2013-08-17 18:30:00

Author:
WyomingMyst
Posts: 101


Wiring the trigger to an up/down timer ought to do it.2013-08-17 18:39:00

Author:
Ayneh
Posts: 2454


thanks for reply I'll try that.. 2013-08-18 04:35:00

Author:
dexterlab97
Posts: 9


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