Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 3    [LBP3] Help!!
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LittleBigQNA

Archive: 6 posts


Hello everyone! As you may know, I am setting up a QNA discussion! That means you can ask me any questions about how you can help anything or any questions about facts of LBP! If you want to ask anything, fell free to leave a reply and ask anything! I will be here at anytime and we will answer your questions! Until next time! Keep creating!2016-02-23 20:32:00

Author:
TheGamerBoy2006
Posts: 14


Is it possible to "activate" some sensor on a Sequencer for example on second 3 of 5?2016-02-24 03:08:00

Author:
Vervesack
Posts: 74


Is it possible to "activate" some sensor on a Sequencer for example on second 3 of 5?

If you put a battery on the third second and set that to activate a microchip containing the sensor, the sensor should only be active when the battery is.
Alternatively, you could instead connect the battery to the bottom input a Circuit Node, and wire your sensor through it.
2016-02-25 18:37:00

Author:
razk
Posts: 28


What's the best way to make something grabbable by hand, but not by he Grappling Hook?
ATM I'm using a [grab switch]+[player sensor] with a small range.
2016-02-25 22:37:00

Author:
midnight_heist
Posts: 2513


What's the best way to make something grabbable by hand, but not by he Grappling Hook?
ATM I'm using a [grab switch]+[player sensor] with a small range.

I don't know how you'd do this if there are multiple players, but for a single player you could have player sensors over each Grappling Hook that can detect when it's picked up, and have a remote controlinator and/or other sensors detect when it's unequipped. Then you'd only make the object/material grabbable if the Grappling Hook is equipped.

For multiple players, however, I'm not even sure if you can make it grabbable to some players and not others. You could potentially use the technique I described if all players will have the Grappling Hook equipped or unequipped at the same time


I have a question: Is there a way to force deceleration in one direction but allow free movement in the other? For example, I want to slow something down horizontally to a speed between 0 and 4, depending on analogue input, but still allow gravity to act on it vertically as normal.
2016-02-28 16:11:00

Author:
razk
Posts: 28


I don't know how you'd do this if there are multiple players, but for a single player you could have player sensors over each Grappling Hook that can detect when it's picked up, and have a remote controlinator and/or other sensors detect when it's unequipped. Then you'd only make the object/material grabbable if the Grappling Hook is equipped.

For multiple players, however, I'm not even sure if you can make it grabbable to some players and not others. You could potentially use the technique I described if all players will have the Grappling Hook equipped or unequipped at the same time


I have a question: Is there a way to force deceleration in one direction but allow free movement in the other? For example, I want to slow something down horizontally to a speed between 0 and 4, depending on analogue input, but still allow gravity to act on it vertically as normal.
I'm not sure about the multiple players either, but there is a material tweaker option that says grabbable for the lead player. so it's worth a shot to check that tool out. Or, you could probably make the material 4 times with collisions only for each player (force each player to spawn in one of 4 different checkpoints which decide which player number they are via a selector to a tag) and combine what razk said (i'm not 100% sure about this approach though).

As for your question, you could directly do it to two movers with strength or speed scale based upon controllinator outputs (i'd combine with with a wave generator for smoother slowing) or do ridiculous things with an absurd amount of speed sensors.
2016-02-29 09:58:00

Author:
koltonaugust
Posts: 1382


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