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#1

Can you make only 1 destroyer destroy everything that is glued together?

Archive: 7 posts


I want to destroy a bunch of objects without having to put a destroyer on every single object. Too many destroyers that are connected to the player sensor causes the level to overheat and glitch.

Can I make a chain reaction? Only put 1 destroyer on an object that is glued with many other objects. When I walk in the radius of the player sensor, everything gets destroyed only using 1 destroyer?

If you can't do this with a destroyer, is there another method?
2015-08-26 08:08:00

Author:
Darthy09
Posts: 52


Change the mode on the destroyer to Rigid2015-08-26 09:25:00

Author:
amiel445566
Posts: 664


If your object has materials bolted to it the ridged connections thing won't work, but if you emit the object you can use the emitters other input called destroy all or something like that.

Or...


I think you can put your object in a prize bubble and collect it. That way it is like a community object and if you try to destroy any part of it, the whole thing gets destroyed. At least you cloud do this in lbp2. I haven't tried this in 3.
2015-08-27 00:06:00

Author:
one-mad-bunny
Posts: 334


I think you can put your object in a prize bubble and collect it. That way it is like a community object and if you try to destroy any part of it, the whole thing gets destroyed. At least you cloud do this in lbp2. I haven't tried this in 3.

While this holds true for deleting or moving community/captured objects in create mode, the destroyer itself doesn't work like that (even in LBP2). If the rigid connections setting is off (or the captured object is made of a handful of pieces that aren't necessarily glued together), then the destroyer will only destroy the segment that it's placed on. As far as I'm aware, using destroyers is the only way I've found to split up community objects when I only wanted to use a small part of a collected object.
2015-08-28 14:50:00

Author:
MananTheMoon
Posts: 11


While this holds true for deleting or moving community/captured objects in create mode, the destroyer itself doesn't work like that (even in LBP2). If the rigid connections setting is off (or the captured object is made of a handful of pieces that aren't necessarily glued together), then the destroyer will only destroy the segment that it's placed on. As far as I'm aware, using destroyers is the only way I've found to split up community objects when I only wanted to use a small part of a collected object.

I think he's referring to using emitters without destroyers.

I normally would just save an emitted object(make sure an original is somewhere though for editing). Much like prize bubbles, if any part of the saved emitted object deletes, then the entire object vanishes.

The emitters delete all option does seem like the cleanest and quickest route. Unless you have the object existing in the level without being emitted, in which case, I would go with the first method I mentioned.
2015-08-29 16:55:00

Author:
Rpg Maker
Posts: 877


Just set the destroyer to Rigid2015-09-07 22:33:00

Author:
JAMARK1
Posts: 33


Put a Battery and a Destroyer on a Broadcast Microchip and hook the battery up to the destroyer. Set the Broadcast Chip to broadcast to Objects and set a range. Then when the complex falls into range everything on it will be destroyed piece by piece

If you put the Broadcast Chip on a piece of sticker panel and set the chip to 'On Contact' and 'include touching' the complex object will destroy when it hits the sticker panel, (in case you don't want to use the range).
2015-09-08 21:38:00

Author:
Hallm3
Posts: 252


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