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#1

Freezing

Archive: 8 posts


I am currently thinking of a new terraforming idea for my levels.

I currently know how to get that wilderness type of snow(but not the first game to use the theme with the crunching and icicles and background.), and a effect.

But how about this?

When ever you drop in water, a block of ice that is hollow enough for your character spawns around you relative to you posistion and layer, and either:

1.Fills with water to make you drown
2. Lethalises
3.Destroyes, but it should kill you as well.

Any tips to at least make the ice spawn?
2013-09-27 07:15:00

Author:
N-k12
Posts: 15


I'll try to post a few visuals for you later when I get on, (maybe in a tutorial), as i cant double post.

(PS SORRY IF THIS EXPLAINATION IS LONG)
What you could try if you use sticker panel (as its the best for visuals). Here's an idea to try man.

1. You will need to set up a player controlled sackbot first (If your not sure how, let me know).
On the invisible player seat that folllows him have it auto enter, so the player enters it, as soon as they enter the level, also making the bot as 'copy owner' for its costume. This way it will look like the player controlling it.

2. Open up the players seat chip. On this place an impact sensor (labelled 'trigger player freeze' blue tag). Wire this to a sequencer.
On the sequencer we are going to do a short 'freezing-to-a-block-of-ice' animatilon, so, start by setting the sequencer speed to the duration of
the animation. Next, make the sequence.
Firstly, place a blue tag named 'frozen bot' 2 spaces in along the sequencer and stretch it 4 spaces.
Next, place a blue tag named 'destroy bot' just after the last tag.
Next, place an one shot emmiter (stretch it 2 paces to give it time to emmit).
On the next line down of the sequencer place the 'freezing and cracking sound effects. (always leave the last slot without any sound covering it to avoind sounds looping).
Ok.... Thats the sequence done. Now to make the effects it triggers.
1. THE FREEZING BOT- On the area of icy water you want, set its colour and murk to an icy look. Now get a piece of invisible hologram or sticker panel and make 3 layer thick block, a little below the surface (do it so whatever way the players bot enters the water they will impact this invisible block. Also on this block place a blue tag labelled 'trigger player freeze'.
Now, whenever the players bot impacts the block (falls into water) it will fire the sequencer.
On the bots chip, place a blue tag sensor labelled 'frozen bot' and connect it to an anti-grav (set to 100 anti. and 100 dampening).
Also, place a blue tag sensor labelled 'destroy bot' and wire it to a destroyer, set to destroy effect dissapear.
THE BLOCK OF FROZEN SACK-IN-ICE - Firstly, Make decide on the block of ice size (eg. 4 wide x 5 high). make a 1 layer thick block of normal glass those dimensions. next, make a thin layer of sticker panel those dimensions, and, using black stickers or cutting out the sackboy shape and darkening it to black, glue it to the back of the glass block. Now you should have a block of icy glass and can see the shilloute of a sackperson inside. Copy this as an object and save it.
Lastly set this as the emmited object.

HOW IT WORKS-
As the player enters he enters the invisible seat. He also controlls the sackbot. You move about and approach the icy water. As you go into the water the sackbot (not the player, safe in his seat), impacts with the invisible block, 'trigger player freeze'.
This triggers the matching tag sensor, starting the sequencer.
It plays, and there is a space at the start to give the bot a chance to be in the water without freezing. Then it reads on's the tag 'frozen bot'.
This is read by the matching tag sensor on the bot itself, which fires the antigrav, freezing the bot where he is on screen.
As the sequencer continues it reads the next tag, 'destroy bot'. This is also read by a matching tag sensor on the bot, which instantly destroys
the bot. (the player is still safe).

Lastly, the sequencer reads the emmiter, and emmits the block of ice we made. As its glass it floats to surface.

THats just one way to do a nice effect. Lets know how it goes.
2013-09-27 13:35:00

Author:
Sean88
Posts: 662


Another possible solution would be to have a piece of invisible sticker material following the player around. When it detects contact with water (PotC DLC required for the water sensor) it emits a hollow square piece of glass around the player, and then emits a square of Horrible Gas inside the glass square to kill the player.

You could play around with the buoyancy of the glass square to make it float just below the surface of the water if you really want the player to drown. However, you will have to wait 30 seconds for them to run out of air.
2013-09-27 18:21:00

Author:
fluxlasers
Posts: 182


Now how would I make the sticker material follow my person?2013-09-27 19:51:00

Author:
N-k12
Posts: 15


Now how would I make the sticker material follow my person?

Place a circuit board on a piece of sticker material.

Place a Follower on the circuit board. Set Speed to 100, Minimum Radius to zero, Maximum Radius to 500, and Strength to 100%

Place a Water Sensor on the circuit Board and attach it to 2 Timers. Set the first Timer to Count Up with a Time of 2 seconds (or however long you want the delay from when you hit the water to when you want the 'Ice Cube' to spawn). Set the second Timer to Count Up with a Time of 6 seconds (or however long you want the delay from when you hit the water to when you want to kill the player). With both Timers connect each output to the Reset port of the timer, so when each of the timers reaches the end it create a pulse and resets itself.

Attach the first Timer to an emitter. Set the Emitter to emit the 'Ice Cube' object so that the centre of the 'ice cube' is directly over the circuit board. Set the Emitter to 1 Shot.

Attach the second Timer to another Emitter. Set the second Emitter to emit a piece of Horrible Gas inside the 'ice cube'. Set the Emitter to 1 Shot.

How it works:-
The Follower will make the piece of sticker material follow the player. When the player (and piece of sticker material) enters the water the water sensor is activated and starts the two timers. The first timer will trigger the first emitter to emit an 'ice cube' around the player after 2 seconds. Then 6 seconds after the player enters the water (4 seconds after the 'ice cube' is emitted) the second timer activates the second emitter to emit some Horrible Gas inside the 'ice cube' which kills the player. When the player re-spawns at the checkpoint the piece of Sticker Material will move to the player's position due to the Follower having a high radius.
2013-09-28 10:53:00

Author:
fluxlasers
Posts: 182


Making it now.

Thanks for the help and sorry if I bothered you.
2013-09-28 15:26:00

Author:
N-k12
Posts: 15


No problem. Happy to help.2013-09-28 19:36:00

Author:
fluxlasers
Posts: 182


IT WORKS!

http://lbp.me/v/qnz2pxf
2013-09-28 23:11:00

Author:
N-k12
Posts: 15


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