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#1

paintinator help

Archive: 16 posts


is there anyway to give the player points when they shoot an object with a paintinator? im having difficulty finding this out? thanks2009-03-03 02:54:00

Author:
djdexta2k
Posts: 9


i don't have the paintinater myself but the only way i can think of is attach a brain to an object and shoot the brain. that'll give the player points.2009-03-03 03:06:00

Author:
superBlast
Posts: 267


thanks 4 the reply, only problem im making a shooting range type affair with dartboard-like targets,2009-03-03 03:27:00

Author:
djdexta2k
Posts: 9


i don't have the paintinater myself but the only way i can think of is attach a brain to an object and shoot the brain. that'll give the player points.

No wait... I think this idea could work for you...

Create and capture a simple object (a block of cardboard, say) with an unprotected brain and a mag switch set to One-Shot and wired to said brain.

Now set your paintinator target switches to an off-screen emitter that spits out these captured brains right next to a mag key. This will destroy the brain (and box) and give points to your player.

Also, if you set the paintinator switches to One-Shot, they will reset and your targets can be hit multiple times (if that's what you want, of course).
2009-03-03 06:39:00

Author:
v0rtex
Posts: 1878


You could also just emit normal point bubbles onto the player or somewhere where the player can get them. Connect a 1 shot paint switch to a emitter and ta-da!2009-03-03 07:27:00

Author:
Wyth
Posts: 263


thanks, last question! the way ive made it so far are that thee targets made out of dissolve material drop out of emitters then dissapear if not shot in time, so is it possible to have these targets wired up to things once they are emitted? i thought about having the prize bubbles inside the targets but then they will dissapear too quickly.2009-03-03 13:41:00

Author:
djdexta2k
Posts: 9


level so far published cuz im not great at explaining lol, dextreme08 is my psn.2009-03-03 13:55:00

Author:
djdexta2k
Posts: 9


so is it possible to have these targets wired up to things once they are emitted?

Nope, that won't work. You can't wire a switch to something that is emitted. The emitter creates a break between it and the switch. HOWEVER... since you're emitting static objects (objects that don't move.) You could include the emitter as part of the object.

I'll attach a visual of what I mean shortly.

EDIT:

Here ya go. Just emit the point bubble straight from the target!
http://www.lbpcentral.com/forums/picture.php?albumid=276&pictureid=2717
2009-03-03 17:40:00

Author:
Inspectigater
Posts: 126


Another solution that I've used - even though an emitted object can't be connected to a switch, the emitted object CAN have a magnetic key attached which can activate a magnetic switch - which emits the point bubble.

This would activate a switch by proxy.
2009-03-03 18:47:00

Author:
CCubbage
Posts: 4430


ah ha thanks a lot peeps i think i have it now, im gonna get cracking on that now ill let you know how it turns out!2009-03-03 18:55:00

Author:
djdexta2k
Posts: 9


bah because as soon as i shoot the object it dissapears, it takes the emitter with it, i may just have to allow multiple shots per target, and use the lifetime of the emitters to ensure the targets wont stay there all day2009-03-03 19:15:00

Author:
djdexta2k
Posts: 9


Yes... however with the magnetic key suggestion the emitter would not be on the target, but would be controlled with a magnetic switch. Many authors, in this kind of design, will have the emitter drop points in a bin off-screen that can be collected at the end of the game. It's up to you. There's definately solutions to everything, however some are complex.

(but then again... the complex things will make people respect your levels more...)
2009-03-03 19:29:00

Author:
CCubbage
Posts: 4430


bah because as soon as i shoot the object it dissapears, it takes the emitter with it, i may just have to allow multiple shots per target, and use the lifetime of the emitters to ensure the targets wont stay there all day

problem here is the wiring.
The order you set up the wiring is the order that events will happen, even though you don't notice it.
Delete the wires on the target and make sure you connect to the EMMITTER first, then the dissolve. This worked when I had a simmillar problem.
2009-03-04 01:48:00

Author:
DRT99
Posts: 431


Another solution that I've used - even though an emitted object can't be connected to a switch, the emitted object CAN have a magnetic key attached which can activate a magnetic switch - which emits the point bubble.

This would activate a switch by proxy.

Spot on CCubbage. This is a much simpler solution that is clearly much less taxing on the thermometer. It really depends on how he wants to go about it, but this is an excellent solution.
2009-03-04 04:02:00

Author:
Inspectigater
Posts: 126


im not sure how exactly i would set that up CCubbage, because the targets disappear after a set time if not shot, so would that trigger off the point bubbles if i used the magnetic key method?

and thanks DRT99 i didnt know that at all
2009-03-06 03:08:00

Author:
djdexta2k
Posts: 9


thanks DRT99 i didnt know that at all

Yeah - neither did I. Very cool.
2009-03-06 05:03:00

Author:
v0rtex
Posts: 1878


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