Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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A motion level help
Archive: 11 posts
Hi I was wondering how to do the motion level thing like in Easter Eggs Sorter a picture for the logic things would be helpfully also | 2014-04-19 05:13:00 Author: HyperFlash Posts: 39 |
not sure i think it has something to do with ps move. | 2014-04-19 06:15:00 Author: Brutal Posts: 184 |
No I ment the gauge it has to move how fast or long you went | 2014-04-19 07:48:00 Author: HyperFlash Posts: 39 |
Hi HyserFlash. Theres a number of methods for doing this. I'll be happy to show you. Just let me know....Is the control you want for Six-Axis controller, or, for the Move controller. You basically want to make a see-saw style platform that you can turn left or sight to have eggs fall to the left or right sides? | 2014-04-19 12:45:00 Author: Sean88 Posts: 662 |
No move controller, just want to know how to make something move the same way the bunny moves in the Easter eggs sorter level | 2014-04-19 14:57:00 Author: HyperFlash Posts: 39 |
Hi hyperflash. Sorry for the delay in replying. Ahh...ok. To get a similar result with the Six-Axis controller. First make your backing wall where the tilting see-saw type platform will attach to. Next, make the sea-saw platform. Put on the small grid and make the platform 2blocks high x 20 long x 1 layer thick. Using the grid, move to exact middle of this platform and place a normal bolt (have it 0 strength to move freely when in place. Next, make a flat 2x2 piece of invisible sticker panel. and on this place a controllinator (I like to flip it vertically for neatness so your facing up). Now glue this piece over the bolt. (The reason I do this is because if you try to place it directly where the bolt is, it replaces it). Next take the whole see-saw platform and bolt it to the back layer (allowing enough room for the platform to rotate comfortably. Next, open the seats microchip. Notice there are outputs in the centre circle for the six-axis tilt function? these are good for the way you want it to work. The six-axis are also 'analogue sensitive' meaning the can vary speed depending on how much you move them- like the analogue sticks. Next, place an advanced rotator on the chip and wire the left/right six-axis output to the input on the advanced rotator. Lastly, check the advancedrotators tweaks. This is important as it sets how the platform will rotate. Theres two things to look at here- the input action and acceleration. Setting the input action to speed scale means the speed of the rotator is controlled by the amount you tilt the controller. This is a speed between 0 and the speed set in the acceleration. And finally... On the wall part, a good drop distance above the sea-saw platform, place your emitter to drop the eggs. Position above the centre of the see-saw (in line with the bolt. so its central) That's it...long winded...but should work for you. Lets know how it goes mate | 2014-04-20 13:06:00 Author: Sean88 Posts: 662 |
ok i done how to rotate it around BUT I NEED TO KNOW about HOW TO MOVE THE THING when pressing a button to full the power gauge up then letting go of the button will move in the direction i aimed at | 2014-04-21 21:29:00 Author: HyperFlash Posts: 39 |
Hi Hyperflash. Just reading what I wrote. I haven't actually played the level, so I think I may have not really helped with what I said. May I ask, Is what you want to do, is simulate the way a move controller works. In other words... 1. Rotating the control, rotates the platform in question. 2. While a button (say X) is pressed, a power gauge starts to fill. Releasing X starts the platform moving in that direction? Sorry to not follow exactly what you want to do...I will try this level to see. | 2014-04-22 01:43:00 Author: Sean88 Posts: 662 |
Hi Hyperflash. Just reading what I wrote. I haven't actually played the level, so I think I may have not really helped with what I said. May I ask, Is what you want to do, is simulate the way a move controller works. In other words... 1. Rotating the control, rotates the platform in question. 2. While a button (say X) is pressed, a power gauge starts to fill. Releasing X starts the platform moving in that direction? Sorry to not follow exactly what you want to do...I will try this level to see. 1. NOPE 2. Thats what i want | 2014-04-22 03:07:00 Author: HyperFlash Posts: 39 |
Hi Hyperflash. Im sorry I've not been on last few days. I have played the level and now know what your looking for. If you add me as a friend I can send you the logic as an object for the player. Basically... You want the following. ps.. forget the previous logic I gave. 1. turn on the grid and 90degree angle (important) 2. Create a thin circle of stickerpanel (about a radius of 10 small grid squares. This forms the circular pad the bunny is on. 3. place a controllinator in the exact centre of this circle and rotate it so the player faces up when in it. 4. Open the seats microchip and firstly place an advanced rotator. Set this to desired speed (set the acceleration to around 70 and deceleration to 0, so it will gradually speed up and slow down- simulating inertia).. Now wire up the right sticks left/right output to the advanced movers left/right input. This will take care of basic rotating. 5. The direction and speed can be done with a reverse timer, but I prefare a sequencer. Place a sequencer on the controllinators chip and wire X (accelerate button) to its input tab (not reset). Set the sequencer to be 2 bars (the first shaded portion) long. Tweak the sequencer to play forward. Set its speed to be the duration you want the speed boost to activate for. 6. Now, on the sequencer, place a mover (it should just take up one bar). Tweak this mover to be 0.0 horizontal speed, and 4.0 vertical speed, also set local space to be on. Basically what were doing here is saying that when we press X, it plays the mover for x time in an 'up' direction (a + value on the vertical). It will then m move the player forward in the forward/up direction the player has rotated to. 7. When you rotate though, you will notice a perfect spin. However if we attach a sticker panel arrow as in the level.. it goes funny. This is because it rotates the whole glued object around the point the rotator is. If we glue on the arrow to the circle, its not just rotating the circle. The solution is to make a second arrow the exact same, flip it and glue it to the other arrow so the are symmetrical. Them make the second arrow invisible, rotate them so the visible arrow is facing up (like the player seat and glue it centrally onto the circle. That should be what your after now. Again I have this made as an object for you if you want to friend me and I'll send it to you | 2014-04-22 20:41:00 Author: Sean88 Posts: 662 |
That should be what your after now. Again I have this made as an object for you if you want to friend me and I'll send it to you sent a friend request EDIT: This is not helping I'm sorry I might need to make it clearer in another topic | 2014-04-23 06:46:00 Author: HyperFlash Posts: 39 |
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