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Custom Sackpocket Items, need tips

Archive: 4 posts


Not much is really explained in-game about making your own Sackpocket items. The ones we're given in story mode all have their own little rotating icons and equip themselves to Sackboy's head, feet, hands, etc. until you unequip them, and then they disappear and deactivate. I tried creating my own and it was just a mess. Semi-basic logic explanation incoming!

I've created a follower that emites a "swoosh" effect in front of you when you press L1. Now, this is meant to be a sword attack. First off, I want the sackpocket item to look like a sword, but since the follower is invisible for obvious reasons, the actual icon is blank. It'd also be nice if it put a sword in Sackboy's hand.

Second, I can't unequip the Sackpocket items. Are they supposed to automatically unequip or do I have to program some type of destroy effect when two are equipped at once?

Anyone who's made a successful Sackpocket item mind giving me some pointers? Thanks in advance!
2014-12-11 19:25:00

Author:
DJLols
Posts: 217


Create your powerup (sword) and slap a blaster handle on it (it's under tools and it looks like a hand). This will allow you to place it into Sackboy's hand.

Unfortunately, there's no way at present to animate the sword swing: Sackboy will just swing it around with the right thumbstick instead.
2014-12-11 20:45:00

Author:
Sehven
Posts: 2188


Hi DjLots,
Herers a few pointers mate that may help.

The first thing to do is place a POWER-UP PEDESTAL. Once you make your power-up weapon you can tweak this to capture your object. This
will then be displayed as a 2d graphic on the pedestal and running into it with sackboy will equip it. (If you use big toggle to collect it he will
smash the powerup, rendering the pedestal useless- unless you want to use it for graphic effects-ie, a pedestal with no cog).

You can also place a SACKPOCKET PEDESTAL. This will allow you to collect your chosen power-up to your sackpocket. Tweaking it will show
options for how you collect the shown powerup. (It will allow you to collect a powerup, remove THIS sackpocket item or collect)

There is also logic tweaker version that also lets you select a quantity option. Set this to 1 to collect 1 of that powerup, or setting a higher
value like 7 will mean collecting it will give you 7 of that particular item (or, 7 separate uses)...ideal for things like arrows. Set to infinite and one picked up, its always there.
The sackpocket/powerup item is known as an 'adventure item', meaning if you create an
adventure world of a group of levels, the collected powerups are carried over to other levels in that adventure.

The BLASTER HANDLE.
This piece of logic, once placed on a created object will mean that sackboy will grip the item in his left hand at the point the handle is placed.
Without any additional logic applied, it can make melee weapons easily. In order to avoid the material the powerups made of breaking, you
will need to dephysicalise you powerups parts once made.

A basic melee sword:- Start by making a small ' T ' shape from flat sticker panel. This will be the hilt. On this place Blaster handle where you
will hold the sword. Next make another rectangular flat block of sticker panel for the blade part. Now slide it into place and glue. (You will
have an inverted cross shape, with a blaster handle on the bottom part. To slightly alter the angle the sword is tilting at, slightly rotate the
blaster handle. Lastly, place a red 'kill enemy; tag on the blade part of the sword. Now, dephysaclize all the parts of the sword, blade and hilt.
Select the POWERUP PEDESTAL and save the sword as the adventure item.
To react to the tag on the sword, the enemy would have an impact sensor set to red 'kill enemy' tag, to react to being impacted by the blade
part of the sword.

A basic powerup using the trigger logic on blaster handle:-
Start with creating a gun shape out of thin flat sticker panel. Where the handle is, place and orientate your BLASTER HANDLE.
You will notice a grey chipboard open from the BLASTER HANDLE, this is the trigger input board. When logic is passed through this grey chip,
it will become 'powerup use' logic, for shooting and such.
On this grey chip you will see a trigger input and output. Place a controllinator on this chip set to 'receive from nearest player'. You can now
wire up whatever buttons you like (usually R1)to various functions affecting the powerup. Lets do 'firing a bullet'.
Wire the output from R1 on the controllinator into the trigger input on the grey chip. Now, connect this up to the trigger output on the same
gray blaster handle chip. Finally place your emitter on the barrel nose part of the gun and wire up the blaster hanldes trigger output tab to the
emitter. Dephysicalise and tweak the powerup pedestal to be the new gun weapon you made.

This is basic design my friend, but it should help. Your welcome to invite me sean88 if you need more help. Im on ps3.
2014-12-11 22:26:00

Author:
Sean88
Posts: 662


Great write up Sean88! Should perhaps end up in Tutorials section.

What does the blaster handle chip input do? I understand the output gives R1 signal for the owner.
2014-12-13 04:02:00

Author:
LittleBigDave
Posts: 324


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