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Help - Making 1 large object dissapear?

Archive: 13 posts


Hello Everyone!

I'm making a new LBP level at the moment, but I have a little problem.

I have made a HUGE object ( with lots of little moving thingies ) that is randomly made by the ''uitstoter'' ( sorry don't know what it's name is in english ).

But, I want to make it dissapear the moment sackboy jumps on a button. Now, this whole progress is not the problem. The problem is is that the big object is made of more then 100+ pieces, Do i need to make EVERY piece the destruction thingie to make them all dissapear at once?

Isn't there a way to make the WHOLE object dissapear at once using 1 destruction thingie?

Sorry for my horrible english, but I hope it's a bit understanding for you!


Thankyou!
2014-09-21 11:44:00

Author:
Kewes18
Posts: 20


Hi Kewes 18,
Have the switch connected to a destroyer on each individual piece (having each piece's destroyer set to 'include connected).
Include rigid connections means it deletes anything clued to the material block with the destroyer on it.
2014-09-21 13:34:00

Author:
Sean88
Posts: 662


what's the point of having 100 different destroyers set to "include rigid connections?" shouldn't you just need ONE set to include rigid connections? Couldn't you make one great big piece of hologram or sticker panel set to invisible, be glued to the object and then put a destroyer on said hologram/sticker panel with the setting of "include rigid connections."2014-09-21 16:08:00

Author:
biorogue
Posts: 8424


Moving parts usually mean bolts and the "include rigid connections" does not recognize bolts as rigid connections. Anything glued together can be destroyed with one destroyer.

A round about method is to have the complex object emitted from an emitter set to destroy oldest when max reached. Have the first object object emitted with infinite life, then change the lifetime to the min and move the location off screen. When the player steps on the button it will trigger a new object and destroy the old one no matter how complex it is.
2014-09-22 01:56:00

Author:
one-mad-bunny
Posts: 334


Moving parts usually mean bolts and the "include rigid connections" does not recognize bolts as rigid connections. Anything glued together can be destroyed with one destroyer.

A round about method is to have the complex object emitted from an emitter set to destroy oldest when max reached. Have the first object object emitted with infinite life, then change the lifetime to the min and move the location off screen. When the player steps on the button it will trigger a new object and destroy the old one no matter how complex it is.

Thanks all for your help!

The problem is is that it makes a random object. So if it creates another object that needs to be on the same place, the last object won't dissapear..
2014-09-22 10:21:00

Author:
Kewes18
Posts: 20


With respect guys, I say to have each destroyer have rigid connections set due to lag problems.
Its happened to me before on building some thing online with multiple parts. If you destroy something with a lot of motor bolts connecting
parts and destroy it, if the game lags a part could be destroyed a fraction before another part. I know its rare, but it can happen.
Having each pieces destroyer have rigid connections set means that each piece will destroy whatever is glues or bolted to it. if a piece breaks
from the main, it will still destroy any pieces connected to 'it'.


For you other emit problem, place an invis piece of sticker panel somewhere close by. On this place an inverted labelled tag sensor with a radius large enough to enshroud the boss. On the bosses centre place the respective tag for this.
Next wire this tag sensor into a sequencer set to 3 bars. On the second bar, place an emit once emitter set to infinite (to re-emit the boss)

HOW IT WORKS- The first boss is already in place and you fight it. The 'tag sensor to sequencer' you made detects the tag in the centre of
its chest, so when the boss destroys it wont detect the tag. As its set to inverted the tag sensor fires when the tag vanishes, triggering the
sequencer. Having the emitter on the second slot gives time for the area to be clear before creating a new boss these.
The reason you place the setup on a piece of sticker panel , and not on the boss is so it wont destroy the emit sequencer..

I hope this helps
2014-09-22 13:35:00

Author:
Sean88
Posts: 662


Hello Everyone!

I'm making a new LBP level at the moment, but I have a little problem.

I have made a HUGE object ( with lots of little moving thingies ) that is randomly made by the ''uitstoter'' ( sorry don't know what it's name is in english ).

But, I want to make it dissapear the moment sackboy jumps on a button. Now, this whole progress is not the problem. The problem is is that the big object is made of more then 100+ pieces, Do i need to make EVERY piece the destruction thingie to make them all dissapear at once?

Isn't there a way to make the WHOLE object dissapear at once using 1 destruction thingie?

Sorry for my horrible english, but I hope it's a bit understanding for you!


Thankyou!

I will give you all a quick tip. I emit/destroy a lot and some of my enemies have tons of those parts too and its ANNOYING hooking up all the destroyers right?

Easiest way I have found is to save this as a community object. Get a friend you can trust, make him save the object and send it to you. Community objects will delete everything once one element of the object is deleted, saving you a ton of time in the long run. It doesn't matter what bolts or manner of ways you assembled the creature, everything will delete instantly once anything on the saved object is deleted. This means you only need one prompt to delete a creature no matter how complex it is.

Be warned, you will not really be able to edit the creature afterwards because of this. So be sure to save a version for yourself. ( I personally keep copies on different moons and not in my inventory)

Hope that helps!
2014-09-23 03:01:00

Author:
Rpg Maker
Posts: 877


@ rpg maker, that's a great idea. I like the way youthink2014-09-24 01:14:00

Author:
one-mad-bunny
Posts: 334


I will give you all a quick tip. I emit/destroy a lot and some of my enemies have tons of those parts too and its ANNOYING hooking up all the destroyers right?

Easiest way I have found is to save this as a community object. Get a friend you can trust, make him save the object and send it to you. Community objects will delete everything once one element of the object is deleted, saving you a ton of time in the long run. It doesn't matter what bolts or manner of ways you assembled the creature, everything will delete instantly once anything on the saved object is deleted. This means you only need one prompt to delete a creature no matter how complex it is.

Be warned, you will not really be able to edit the creature afterwards because of this. So be sure to save a version for yourself. ( I personally keep copies on different moons and not in my inventory)

Hope that helps!

If you dont have anybody you can trust RPGmaker, emmiting the object out of a live feed then capturing will give you the same effect
2014-09-24 04:47:00

Author:
amiel445566
Posts: 664


If you dont have anybody you can trust RPGmaker, emmiting the object out of a live feed then capturing will give you the same effect

This way is actually a lot faster. I ran into it accidentally a lot of times and totally forgot about it. Thanks for sharing.
2014-09-24 21:19:00

Author:
Rpg Maker
Posts: 877


Another option: create a microchip with an impact sensor inside set to "touching" and wire it up to a destroyer. Set the destroyer up to "include rigid connections." Set the impact sensor to a named tag.

Make sure every emitted item has this simple microchip. Maybe colour it so it stands out in create mode and you can see it is present on every piece.

When you want to destroy the random object, spawn a piece of invisible sticker panel or hologram with the named tag on it. The emitter should be set up so each spawned hologram/sticker piece lasts just a few points of a second. The material should be as big a possible - a circle has no vertices to calculate (although it looks like it has about 20) so this is a thermo-cheap piece to use. As long as the hologram/sticker material touches the random objects those parts will be destroyed.

Would this be any good?
2014-09-26 08:07:00

Author:
aratiatia
Posts: 374


Another option: create a microchip with an impact sensor inside set to "touching" and wire it up to a destroyer. Set the destroyer up to "include rigid connections." Set the impact sensor to a named tag.

Make sure every emitted item has this simple microchip. Maybe colour it so it stands out in create mode and you can see it is present on every piece.

When you want to destroy the random object, spawn a piece of invisible sticker panel or hologram with the named tag on it. The emitter should be set up so each spawned hologram/sticker piece lasts just a few points of a second. The material should be as big a possible - a circle has no vertices to calculate (although it looks like it has about 20) so this is a thermo-cheap piece to use. As long as the hologram/sticker material touches the random objects those parts will be destroyed.

Would this be any good?

I dont like the part that says "as long as the hologram/sticker touches parts of the creature--especially if this creature is complex.

This method is...creative, but it just seems like the long way of doing things and not efficient enough for me to personally recommend it, since theres a chance the holo piece wont touch everything that needs to be deleted.

As amiel suggested, the method of emitting the creature, saving that live, turns it into one single object(same as the community objects I mentioned earlier) no matter how complex it is. Then all you would have to do is put one destroyer anywhere on the creature--wouldnt even need rigid connections. Its the least thermo/time costly and much easier to set up.
2014-09-27 03:33:00

Author:
Rpg Maker
Posts: 877


Thanks alot for all the information! It worked, this is one big awesome community ! 2014-10-02 14:31:00

Author:
Kewes18
Posts: 20


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