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Custom weapon problems... need assist.

Archive: 5 posts


Hello everybody,

I am trying to create a 'weapon' that fires in any direction pointed at (up, down) and keeps the same trajectory. I am using a custom created kart with sync'd aimable camera and weapon emitter (simular to a third person shooter). When I started this project I first tried to make a custom item as the weapon with a physics changer (lowest weight, no extra gravity) with a rocket on one side, a damage tweeker and a sync w/destroyer. I changed the emitter to emit item, and It seemed to work... with few problems. Object/weapon can be shot in any direction, bounce, and destroyed itself within 10 seconds. But, Item/weapon could bounce and kill shooter, also non-descript in kills. I also tried changing the emitter to emit weapon, but came upon problems too. Any weapon I loaded, had a tendency to arc towards the ground (as low as basic kart level shot). So now I'm trying to create a mix of both object and weapon. The recognition like a premade weapon, but with directional shots (for a distance of 5-10 seconds), The weapon itself will not be a "follower type".

Any Help in this matter would be awsome.
Thanks.
2014-09-15 21:22:00

Author:
valious2corvus
Posts: 171


How did the lob bomb and laser shots that I described in the other thread work out? Not to your likings I presume?

You can just use an object like you had before, but set it to be destroyed on impact, so it wouldn't bounce and kill you. I don't know a way to increase your kill count that way, but you may be able to do a point based system, and give points for successfull hits/kills.
2014-09-15 21:38:00

Author:
StJimmysAdiction
Posts: 388


Stjimmy' the 'lob bomb' works for another guys weaponry. If all my plans work, I'll have an 8 person vs' all with different functions and weapons. But for now, I'm focusing on the the first guys weapon. (cough cough optimus prime) It's a weird thing, once you finish a couple logic movement things, you realise you can add more easier. so I'm always going back, trying to perfect it. I just can't seem to get his "shots" looking correct (having the affect and impact). I'm not worried about "points for kills" or "kill count wins". It will be a who evers base gets destroyed first loses (dont know if any level like exist yet).2014-09-16 08:46:00

Author:
valious2corvus
Posts: 171


Well, like I said, you could use a customized object, not a weaponized one, and set the launch speed from the emitter speed. On the object you would need an impact sensor tied to a destroyer, a danger tweaker (possibly set with a timer to turn it on ~.3 seconds after shot), and a tag. On the other players, you would need an impact sensor set to require that tag (with that you can activate any bonuses from shooting someone to be specific to the player who shot it). As a bonus, you can put an emitter on the "bullet" to emit an AOE blast weapon, activated through the impact sensor.

Also, if you want some specialized movements of the shot, you can attach pistons to it (piston on piston on piston on object to give multidimensional movement).
2014-09-16 13:38:00

Author:
StJimmysAdiction
Posts: 388


I wont have a chance to try that out for about 10 hours. but I will get back after to update progress.
Thanks
2014-09-16 14:23:00

Author:
valious2corvus
Posts: 171


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