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#1

Loops

Archive: 18 posts


The other day, I saw a youtube video on a LBPK track. The creator created a loop in the track which I thought you could never do. So how did he make the loop?

Also, in the Monster Islands there is this arena that has an egg that when you grab it resizes you. In one of my previous posts on "instant weaponators," I asked is there a way to have a weaponator that resizes you but I did not get any useful answers. Can someone explain how this arena works and how the egg works so I can use that to make a weaponator that increases your size?

Thanks in advance,
2014-11-29 16:56:00

Author:
maestro26801
Posts: 30


The other day, I saw a youtube video on a LBPK track. The creator created a loop in the track which I thought you could never do. So how did he make the loop?

Also, in the Monster Islands there is this arena that has an egg that when you grab it resizes you. In one of my previous posts on "instant weaponators," I asked is there a way to have a weaponator that resizes you but I did not get any useful answers. Can someone explain how this arena works and how the egg works so I can use that to make a weaponator that increases your size?

Thanks in advance,

Not sure about the loop. I didn't think it was possible to truly make the kart go upside down.

As for your other question, I'm guessing there is a grab sensor on the egg. Grab sensor is linked to the input of a kart resizer gadget on the spawn point. It's probably easier to do this wirelessly.

Step by step....

So get your egg or whatever object you want, set it to Dynamic.
Put a physics tweak gadget on it and change settings to 'grabbable'.
Place a grab sensor linked to a transmitter on the object also.
You obviously need a grabinator load out on the spawn point or pick up in the level.
On the spawn point put the corresponding receiver linked to the kart resizer gadget.

That should be it.
2014-11-29 17:42:00

Author:
Scorpio1357
Posts: 460


What do you mean by loop? Could you link the video?

To resize yourself as a weapon (bigger or smaller?, doesn't really matter I suppose) you would use the self weaponator. Use a random object like a hologram cube or the circuit board cube, put the self weaponator on it as well as a transmitter (set to self only?). On the spawn point you have a receiver tied to a timer (countdown) plugged into the kart resizer.

To resize other payers with an instant weaponator, you need to put a tag on the instant weapon, and on each spawn point use both the tag sensors ad a blast sensor tied to an AND tied to a timer (count down), tied to your kart resizer.
2014-11-29 20:35:00

Author:
StJimmysAdiction
Posts: 388


You must absolutely give me the link of this video with a loop in lbpkarting, never saw that.2014-11-29 23:09:00

Author:
gipsy
Posts: 408


The link -https://www.youtube.com/watch?v=mvKBHZEPcgE (Go to 0.21)
This person does not actually go on the loop. I will make a loop and experiment with jetpacks to see if it can work.

As for the size thing, you guys were no help. Sorry! I eventually found it myself. I did the transmitter thing you guys told me and that just increased everybody's size. So then I fooled around with their spawn points and made this complicated microchip and it worked!
2014-11-30 02:47:00

Author:
maestro26801
Posts: 30


It's not really a loop, but I made a tutoriel about " How to Drive With the head Upside Down (https://lbpcentral.lbp-hub.com/index.php?t=89395-How-to-Drive-With-the-Head-Upside-Down)" and used this method in my level " Antigravity Zone (https://karting.lbp.me/v/us62)"
Maybe it'll help you.
2014-11-30 08:23:00

Author:
gipsy
Posts: 408


The link -https://www.youtube.com/watch?v=mvKBHZEPcgE (Go to 0.21)
This person does not actually go on the loop. I will make a loop and experiment with jetpacks to see if it can work.

As for the size thing, you guys were no help. Sorry! I eventually found it myself. I did the transmitter thing you guys told me and that just increased everybody's size. So then I fooled around with their spawn points and made this complicated microchip and it worked!

All you needed to do was change the transmitter/receiver colours for the other players. You didn't ask for help regarding numerous players at the same time or I would have advised you to do this or probably changed to a tag sensor setup. Not sure I liked the response 'you were no help'.

I say this in the nicest possible way......All help given here is usually because the tutorials don't say how and is mostly down to hours of tinkering with logic by the people who are attempting to advise you.

So next time you ask for help please bear that in mind and be a little more gracious please.
2014-11-30 09:05:00

Author:
Scorpio1357
Posts: 460


Lets be nice, I understand 'no help'. But I will brush it off as language difference.
To be fair, the ideas for logic and set-up for multiple ways to 'shirk/grow' has been presented.
A sentence can be more powerful to the imagination than a full explaination.

-simple way:
1. use the 'stun rocket' in your weaponators (makes screen blurry, but doesnt kill player).
2. on your player1 spawn point, place microchip.
3. on microchip place 'weapon blast sensor'
4. on microchip also place 'kart resizer', options are yours to tweek.
5. take 'output' of weapon blast sensor' and hook up to input on 'kart resizer'.
Copy the spawn point or microchip. Matching the amount of players.
Done. Any player that gets 'hit' it will only affect that player.
Thats as simple as it gets. What you do with it is up to you.
2014-11-30 10:59:00

Author:
valious2corvus
Posts: 171


.All help given here is usually because the tutorials don't say how and is mostly down to hours of tinkering with logic by the people who are attempting to advise you.

So next time you ask for help please bear that in mind and be a little more gracious please.

I agree with That.
2014-11-30 11:07:00

Author:
gipsy
Posts: 408


Sorry about the language. I was just tinkering with the logic for 45 minutes and did not have lots of success... I'm usually not in a good mood when I spend a lot of time on something and does not work. Once again, sorry!

Thanks for the tutorial, gypsy!
2014-11-30 20:50:00

Author:
maestro26801
Posts: 30


Sorry about the language. I was just tinkering with the logic for 45 minutes and did not have lots of success... I'm usually not in a good mood when I spend a lot of time on something and does not work. Once again, sorry!

Thanks for the tutorial, gypsy!

No offence taken here, I'm well accustomed to the frustrations that come with trying to get something to work, especially when everything you know about the games systems tells you it should.

I hope it all works out, looking forward to the final product. Also, let us know how your loop experiment goes!
2014-11-30 21:12:00

Author:
StJimmysAdiction
Posts: 388


Well, here is the level link:https://karting.lbp.me/v/xtsv I will do the loops later.2014-11-30 22:10:00

Author:
maestro26801
Posts: 30


You should create a thread in the level showcase forum in the karting section to make sure that the spotlight crew will play your level.2014-12-01 06:46:00

Author:
gipsy
Posts: 408


I'll help with the loop testing too.
Have been playing with the concept of free floating items without motors and hinges.
Fully suspended dynamic items within a 5 point magnetic field.
Im thinking the 'loop' itself will be near/almost impossible to do by a normal kart.
The physics that are built-in will not allow the upside-down conversion.

Test 1:
Create a fresh level, arena/battle (this will be your test level).
Erase 7 of the spawn points, leaving 1 spawn point for you.
Make a box (foward build).
Edit shape of box, cut a half circle from one whole side.
Align box to ground level.
Test play.
Try to reach the top part of the half cirlce. (base test1 normal play function)

-Some adjusting of the box's size might be needed, to allow maximun driving range of the curved angle (wall/floor).
Example of 'maximun driving range of curved angle' can be found in 'Transformers' (driftable walls).

If You can drive the half circle up, technically you should be able to drive the rest 180 degrees down.
Use boosts, use drifts, use what ever you want.
Its a science experiment.
Simulated flips have been/can be done.
If you can make the full flip without flaws, you'll be the first.
2014-12-01 08:20:00

Author:
valious2corvus
Posts: 171


I tried getting loops to work, but I could never get past 90 degrees. Hope you find something, though! 2014-12-01 13:20:00

Author:
Rogar
Posts: 2284


I'll help with the loop testing too.
Have been playing with the concept of free floating items without motors and hinges.
Fully suspended dynamic items within a 5 point magnetic field.
Im thinking the 'loop' itself will be near/almost impossible to do by a normal kart.
The physics that are built-in will not allow the upside-down conversion.

Test 1:
Create a fresh level, arena/battle (this will be your test level).
Erase 7 of the spawn points, leaving 1 spawn point for you.
Make a box (foward build).
Edit shape of box, cut a half circle from one whole side.
Align box to ground level.
Test play.
Try to reach the top part of the half cirlce. (base test1 normal play function)

-Some adjusting of the box's size might be needed, to allow maximun driving range of the curved angle (wall/floor).
Example of 'maximun driving range of curved angle' can be found in 'Transformers' (driftable walls).

If You can drive the half circle up, technically you should be able to drive the rest 180 degrees down.
Use boosts, use drifts, use what ever you want.
Its a science experiment.
Simulated flips have been/can be done.
If you can make the full flip without flaws, you'll be the first.

Not to be pessimistic but it isn't possible. I've tried so many different permutations of this, spent hours and hours with boosters, magnets, custom karts with negative gravity etc etc. Go ahead if you like but the result will be either you get so far up the curve and stop/drop or you'll get spat out to one side.

I have a fairly convincing loop set up (unused at present). This fools you into thinking you've been through the loop using camera trickery and fake sections of loop. Not selling that very well am I, but it does work.
2014-12-01 20:03:00

Author:
Scorpio1357
Posts: 460


I have a fairly convincing loop set up (unused at present). This fools you into thinking you've been through the loop using camera trickery and fake sections of loop. Not selling that very well am I, but it does work.
I'm curious to see that...


If you can make the full flip without flaws, you'll be the first.
...and that would be awesome.:hero:
2014-12-01 21:06:00

Author:
gipsy
Posts: 408


I have a fairly convincing loop set up (unused at present). This fools you into thinking you've been through the loop using camera trickery and fake sections of loop. Not selling that very well am I, but it does work. Nice. I would like to see that sometime.2014-12-01 21:09:00

Author:
maestro26801
Posts: 30


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