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Rapid Fire Emitters (solved)
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I've been trying to create a robotic boss for a level I'm working on, and I've been trying to mimic the rapid-firing lightning effects that the bosses in "In the Clutches of Evil" use. I know the basic method they used and have lightning effect pieces already made, but no matter what I do, I can't get an effect as rapid as what the developers achieved. I've set emitters to their absolute minimum time values, and it ends up being either so fast that it looks like it's a continuous object (at 0.0 or 0.1 rate, with 0.1 life), or slow enough that it doesn't look like believable electricity (at 0.2 rate, with 0.1 life). Obviously having 0.0 life makes the object never visible, so I can't work smaller than 0.1. I almost wish I had a more precise timing system. I can come somewhat close using a few looped timers and selectors and several emitters, but is there a cleaner and more efficient way to get this done? There's also the fact that this rapid-fire beam can impact the player. When I try to do the same with emitters it will always stop when sackboy steps where the object is being emitted. | 2013-09-06 02:40:00 Author: Rayn Sideways Posts: 14 |
You could try adding a battery connected to a destroyer to the emitted object. This should destroy it 1 frame after it has been emitted. When setting this up is is important that you have a toggle switch set to 'off' and on a piece of material that is NOT emitted. Then connect the toggle switch to the bottom port of the chip (with the battery and destroyer) which is on your Reference object. The reference object is the object you want to emit and destroy. This will ensure that when the object is emitted (without the toggle switch) the chip is activated and the battery creates a signal that activates the destroyer in the next frame. I haven't tried this out and you may find that the object might destroy itself in the same frame it is emitted. If this is the case then you will need to add an additional 1 frame delay before the object is destroyed. The easiest way to do this is to connect the battery to Port 1 of a selector and the output from port 1 to the input of port 2, then connect the output from port 2 to the destroyer. This may seem complicated when explained here with text, but if you try it, it should make a lot more sense. | 2013-09-07 10:49:00 Author: fluxlasers Posts: 182 |
I actually managed to riddle it out over night. I examined the boss in "In the Clutches of Evil" very closely and discovered that it's using hologram (not neon, as I thought), and using a sequencer and two batteries to rapidly cycle 2 electrical pieces and their danger tweakers on and off. These pieces are glued to whatever you want to create the beam. This all explained how the beam was able to pass through things yet still damage sackboy, since hologram apparently can still affect the player with lethalize even though it's technically not solid. I did, in fact, try the destroy method and found that the object was destroyed in the same frame that it was emitted. I managed to come very close to the effect using a rapid-cycling sequencer, but the beam would lag behind slightly when the object the emitter was attached to moved around, something I didn't see in the boss battle. Man, what I'd give to be able to open dev levels in create mode. | 2013-09-07 16:35:00 Author: Rayn Sideways Posts: 14 |
Pleased to hear you managed to sort out the problem yourself. | 2013-09-07 17:04:00 Author: fluxlasers Posts: 182 |
Glad this is solved, yep holo or sticker panel is the trick, if possible update the title of the thread as solved | 2013-09-11 12:56:00 Author: L-I-M-I Posts: 611 |
Ah..how do I do that? lol | 2013-09-12 03:30:00 Author: Rayn Sideways Posts: 14 |
Ah..how do I do that? lol Click "Edit" on your post, then click "Go Advanced". Where you see "Thread Title" and the thread's name, change it to "Rapid Fire Emitters (solved)". While we're at it, mod please lock. | 2013-09-12 03:44:00 Author: L1N3R1D3R Posts: 13447 |
Click "Edit" on your post, then click "Go Advanced". Where you see "Thread Title" and the thread's name, change it to "Rapid Fire Emitters (solved)". Fix'd. | 2013-09-13 04:13:00 Author: Rayn Sideways Posts: 14 |
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