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Help! My object wont stop destroying themselves!

Archive: 5 posts


What i mean to say is that i have three obects that act as enemies in my level. They have a taget finder and blast sensor and when the blast sensor emits it destroys the object and gives points. My problem is that i dont know how to stop the three objects from destroying each other thus leaving the points somewhere in the imagisphere. i have the blast sensor set to ignore friendly fire but, how can you tell an object its on a team? Please help!2013-12-14 10:19:00

Author:
Unknown User


I'll be testing this later today. and I'll have some results for. I'll do my best to figure this out haha there about 12 of us on the portion in the forums that play this so have some patience and I'll do my best to solve this and if you have a result would you mind sharing it with us!!! oh and WELCOME to LBPcentral!! Its a great site and there are a lot of awesome people here.

Also try checking out comphers LBPtutorials he has for LBP2 most of his tutorials work in this game!!


Okay I went to the lab and figured this one out!

Tool:

Weapon Blast Sensor
Score Giver
Emitter
Destroyer



So what I did was get a weapon blast sensor( this is what senses what weapon detonation blast type and how many hits) I adjusted the target count to 5, you can adjust that to your liking. I turned off reset when full. Turn on ignore friendly fire. Next make sure Blast type is turned to all blast type. Next your going to need a score giver, with this you can tweak the setting to however you want, but for this I just turned off the Multiplier. last you just need a destroyer. This is fairly simple and you can tweak and make even more specific adjustments to specific weapons thats all up too you. the options are limit less!


After this you are going top want to connect the weapon blast sensor to Score giver and the destoyer.

and that is pretty much it you can tweak everything to your liking with this.

My friend LaidBackCat, has a level named Boss Brows, which is showcasing freeroaming enemy movements its Freaking SICK!!

Please let me if this did help, I never done a tutorial like this before so yeah haha
2013-12-14 15:27:00

Author:
Sirr
Posts: 120


Thanks for the input and welcoming me to the site! Unfortunately I already have all that set up. My objects emit battle red seekers and all have target finders so players' seekers will target them. The problem is that I don't know how to get the objects to stop targeting each other.2013-12-14 20:18:00

Author:
Unknown User


Hmm do you have them set as sackbot or an inanimate object ?2013-12-14 20:32:00

Author:
Sirr
Posts: 120


I have just worked with something like this in a level I'm about to publish (keep the enemies attacks from hurting themselves and prematurely killing them). I used a tag sensor to activate the weapon blast sensor and had the tag be specific for the weapon you use (I have only one weapon), so that only the weapon the player uses activates the weapon blast sensor. Alternatively, (as it sounds like you will probably have multiple weapons for the players) it could be easier to customize the rockets used by the object enemies to be tagged, and then invert the output of the tag sensor (or use a NOT gate), creating the effect of everything counting against the weapon blast sensor except for the tagged weapons (used only from the objects).

On a similar note, I recommend a signal that acknowledges a proper "hit." This could be an easily noticeable sound, or a flashing light. In my level I gave a smaller amount of points per acknowledged hit, to both help create in-team competition and help the player recognize that a hit went through. Any of these can be accomplished by dropping your weapon blast sensor to 1, check reset on full, and feed into a counter with as many hits as you want, which feeds into a final score giver and destroyer. A score giver, speaker, a light, or whatever you want can be activated from the weapon blast sensor.

Hope this helps.
2013-12-30 14:08:00

Author:
StJimmysAdiction
Posts: 388


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