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Help making a portal gun.

Archive: 7 posts


Hey guys, I am trying to make a portal gun and have run into a couple of problems. First of all is it possible to fire two different types of ammunition from a gun using the blaster handle. So using L1 for blue and R1 for orange for example.
Also is it possible to have two items connected after they have been emitted? So I am using wormholes to create the portal and was wondering if it was possible to connect these automatically even when they have been emitted.
Lastly is it possible to enter wormholes without a button press, I mean just walking by it will suck you in? Thanks in advance guys.
2014-12-01 15:26:00

Author:
NexusDave
Posts: 14


I'm not sure. Yes. Yes. I don't believe so.2014-12-01 16:22:00

Author:
SEWO97
Posts: 637


The blaster handle has an output on it. This is R1. It also opens into a microchip. You can place a controllinator set to closest player and wire L1 or any other button to whatever functions you like, including emitting a different ammo.

I don't believe wormholes have the capability you're looking for. However, you can set both triggers to emit velociporters (make sure they're the same color). Make sure each emitter is set to a max of 1 at a time and you'll have a decent portal mechanic.

To fix up the visuals, make the velociporters invisible (opacity tweakers), rig up some sort of logic that will make them flatten against walls when they hit them (I haven't tried but I'm sure it's not hard), and have them emit a wormhole or some other visual cue to be the visible portal.

The best advice on the subject I can give, though, is don't make a portal level. Everybody, when they saw the velociporters, immediately thought of portal. There's going to be a flood of portal levels and yours will get lost among them.
2014-12-01 19:03:00

Author:
Sehven
Posts: 2188


Your first piece of advice worked wonderfully thank you very much! Now do you have any idea how to flatten the portal against the wall it is fired at, I have tried gyroscopes but they only work to one fixed angle.2014-12-01 23:34:00

Author:
NexusDave
Posts: 14


Your first piece of advice worked wonderfully thank you very much! Now do you have any idea how to flatten the portal against the wall it is fired at, I have tried gyroscopes but they only work to one fixed angle.

The gyro will point the object to any angle you set. It'll always point to the little pointy tip of itself. To adjust the angle just rotate it accordingly...
2014-12-02 00:29:00

Author:
smasher
Posts: 641


The blaster handle has an output on it. This is R1. It also opens into a microchip. You can place a controllinator set to closest player and wire L1 or any other button to whatever functions you like, including emitting a different ammo.

I don't believe wormholes have the capability you're looking for. However, you can set both triggers to emit velociporters (make sure they're the same color). Make sure each emitter is set to a max of 1 at a time and you'll have a decent portal mechanic.

To fix up the visuals, make the velociporters invisible (opacity tweakers), rig up some sort of logic that will make them flatten against walls when they hit them (I haven't tried but I'm sure it's not hard), and have them emit a wormhole or some other visual cue to be the visible portal.

The best advice on the subject I can give, though, is don't make a portal level. Everybody, when they saw the velociporters, immediately thought of portal. There's going to be a flood of portal levels and yours will get lost among them.

You can also use a selector to alternate between different things being shot out, if you want the next one to shoot something different than the previous shot. Used with AND gates though.

You can also just have the Velociporters be the mechanism, and devise your own look. There IS the portal material after all. If I were to make a Portal level, I'd use hologram or something to represent each portal, and depending on which wall the shot hit (They would be tagged), it determines what direction the portal would be facing.

As for whether or not to make a Portal level; that's really up to you. Timing is a big part of levels, and if you happen to make yours in that first wave of them, and it is actually good, it could be popular. There will be a lot of Portal levels, but there will be some that are 'better' than others.
2014-12-02 01:13:00

Author:
Devious_Oatmeal
Posts: 1799


Yeah I have the general look and working of the portals down. The gun works fine, can fire both colours separately. I don't really plan to make a portal level I think but more just the gun to mess about with. It's just having the portals rest flat against all walls that I am struggling with. It sometimes works, other times it will end up at an odd angle instead of flat.2014-12-02 09:08:00

Author:
NexusDave
Posts: 14


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