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#1

Paintball Object

Archive: 7 posts


I would like to see a paintball object. This would work exactly like the paintball that comes from the paintinator. (Although two varieties, one that is weightless like a plasma ball and another that is effected by gravity normally, would be nice.)

The reason for this is that the paint switch is an incredibly useful tool for targeting. It is a user friendly and error free way of making sure that a hit against an object is counted. There are other ways to do this using magnetic keys and pistons but they are much more complicated and prone to false positives and false negatives. If the paintball object existed it could be used with emitters controlled by switches that sackboy operates in a level. This would add a lot of functionality for people who create vehicles that sackboy is in and use emitters to have the vehicle toss explosives or magnetic key projectiles.
2009-02-22 18:29:00

Author:
dcf
Posts: 468


It does exist.

Go into create mode, spawn a paintinator, and fire a shot into the air. Then, while it's still in the air, pause time, and capture it like you would an object. Then you can use it with an emitter.
2009-02-22 18:56:00

Author:
LFF
Posts: 434


It does exist.

Go into create mode, spawn a paintinator, and fire a shot into the air. Then, while it's still in the air, pause time, and capture it like you would an object. Then you can use it with an emitter.

Awesomeness. Thanks a ton!

In this case I retract my initial suggestion and replace it with a suggestion that this item should be in the tools and not need to be captured in this manner

I'll add another thing to this then since the paintball already exists. How about an enhancement that lets sackboy control a rotation (just like the paintinator) with the right analog stick. So you can control the direction that the cannon of a tank shoots remotely. Basically, what I'm thinking of here is a remote paintinator.
2009-02-22 18:59:00

Author:
dcf
Posts: 468


You would need it to be captured as an object anyway, since you can't emit a tool.2009-04-19 15:51:00

Author:
MMLgamer
Posts: 183


It works doing it just like LFF said. I redid my pod flying minigame to use paintballs after his suggestion.2009-04-19 17:38:00

Author:
dcf
Posts: 468


And actually i've encountered bugs with emitting paintballs creating some levels. For a reason that I never found, after some save, sometimes the emitted paintball was emitted without its triggering properties. So I changed my mechanism and used brains that are triggered by a proxi switch.

.
2009-04-19 21:19:00

Author:
RangerZero
Posts: 3901


The reason it isn't an object is it is buggy as heck. Gluing is almost sure the freeze the game, and size modding is buggy too.2009-04-19 23:27:00

Author:
dawesbr
Posts: 3280


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