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Power-Up ideas for a paintball war?

Archive: 5 posts


Hey guys.
In my newest level, Paintballin' (I would level link but im on mobile) I need more ideas for power-ups. I currently have super speed and automatic firing and I'm working on adding armor.
Does anyone have any ideas?
2014-08-14 04:05:00

Author:
YungDaVinci
Posts: 61


Should be in the [LBP2] Help section, but anyway,

How about a power up that gives you a shield, and ricochets the paintballs that others try to fire at you?
That is, if you're using Sackbots...
2014-08-14 04:12:00

Author:
Smuffy04
Posts: 606


here is what is coming to my head when you discribe this level. https://www.youtube.com/watch?v=8L54s2m1dPs
But here is what I got
Long jump
Double jump
Limited flight
teleportation
limited invinsiblity.
Transformation if it is a multiplayer shooter. make it a gamble whether it makes you big and slow (easy target ) or small and fast (difficult target)
Invisiblity
Auto target 1 time only
Traps.
summonings like trophies and pokeballs in SMB just have to be avoided
2014-08-14 15:07:00

Author:
Jonarrthan
Posts: 310


How about things like Rapid fire , spread shot or a paint grenade2014-08-20 21:24:00

Author:
Menen101
Posts: 74


Please post the link when you have a chance to and/or give us some more information about the level.

Assuming you're using Sackbots,

-Toss a Weapon Remover (like a red X made from Hologram) causing the opponent's Paintinator/Creatinator to be removed but will be returned after five seconds

When the DePainter (possible name for the item) comes close to the Sackbot, it activates a tag sensor in the Sackbot's microchip which emits a short-lived (.1 seconds) powerup remover above the Sackbot to rid their weapon. It also starts a five second timer that will spawn a Paintinator, just like the spawning of the powerup remover but instead with the paint gun. If you want to get fancy, you can spawn the weapon which the player/Sackbot had before losing their weapon. For example, let's assume you have three different weapons: Paintinator, rapid fire paint gun (Creatinator), and shot-paint-gun (Creatinator). The Paintinator powerup has a tag labelled "Paintinator" on it. When the Sackbot runs over it, a tag sensor in the Sackbot's microchip detecting the tag labelled "Paintinator" will activate. This tag sensor will be connected to a counter and an OR gate.

-> Counter: The counter must be set to only be inputted once before it is 'full'. The counter is connected to an AND gate. It is reset by an OR gate. A counter is needed because it will let the logic 'remember' that you have a certain weapon.

-> AND gate: The AND gate has inputs from the counter and the tag sensor on the Sackbot detecting the DePainter. It will activate its respective timer, and the timer activates the emitter to give the weapon back. Basically, the AND gate needs to know which weapon you have and when the DePainter occurs.

-> OR gate: The OR gate that resets the counter will need to have all tag sensor inputs other than the counter-which-it's-resetting's tag sensor. What this does is resets all other counters when you pick up a weapon so the other AND gates don't get activated.

If your weapons are droppable, simply put a Controllinator into the Sackbot's chip, set it to a receiver and its input being the nearest player (this will only work if the player is in a Controllinator following the Sackbot around). Add another gate to all of your OR gates and connect the circle button of the receiver into them all.

A diagram:

DePainter tag sensor - Emitter (spawns powerup remover)

OR Gate (inputs from Machine Gun and Shotgun
...................................../ RESET
Tag Sensor for Paintinator - Counter -
.............................................AND gate - Timer - Emitter (spawns Shotgun)
...................DePainter tag sensor -


OR Gate (inputs from Paintinator and Shotgun)
..................................... / RESET
Tag Sensor for Machine Gun - Counter -
...............................................AND gate - Timer - Emitter (spawns Shotgun)
....................DePainter tag sensor -



OR Gate (inputs from Machine Gun and Paintinator)
................................../ RESET
Tag Sensor for Shotgun - Counter -
..........................................AND gate - Timer - Emitter (spawns Shotgun)
...............DePainter tag sensor -



Note that if you have only two weapons, you don't need any OR gates and can simply connect the tag sensor to the other counter's reset input, although this setup is better in case you add other weapons later on.


-Toss an advanced weapon remover which will remove the opponent's weapon upon contact and will not return the weapon.


Possible name: Advanced DePainter.

Just follow the first tutorial but don't do anything past spawning the powerup remover.



Note: I went overkill on the first tutorial...
2014-08-21 00:11:00

Author:
The Actual Kid
Posts: 36


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