on 26-01-2011 11:34 PM
I'm making a certain classic game in LBP 2 (Not giving away too many details, but lets just say it involves 2 sliding paddles) and I could use a little help with a few things
First is there a way to prevent an projected object from slowing down when it hits something?
On a ball, I've put 'anti grav=100%' 'dampening=0%' and a material changer to make it frictionless and bouncy, but every time it hits a surface, it still slows slows down.
I want it to ricochet freely
(BTW surfaces are bouncy & frictionless too)
Secondly, is there any way to give a specific player points when an action happens? (i.e. a ball going into a goal)
The players are not going to be, technically, coming into contact with the ball and, as such, the only way I can find to distribute points is via impact switches w/tags.
However,because of this the only actions I seem to be able to find are give 'just you' points (I assume player 1) or give 'friends' points (I assume everyone gets points)
How can I give player 2 points directly?
And third can anyone tell me how to make a counter with numbers (i.e every time you hit it the number increases)
Or at least point me in the direction of someone that can tell me
(Sorry for the long-ish post but I need a lot of help)
on 27-01-2011 12:39 AM
on 27-01-2011 03:25 PM
Another option for the projectile is to put a mover on it with a rocket-rotator (so the mover pushes it in the direction it's heading). I did some tests a while ago and it got a pretty good bounce effect, because it would bounce off a wall, rotate to point in this new direction, then accelerate to the desired speed. But it looks kind of odd.
on 27-01-2011 06:11 PM
Hmmm... tried the constant speed link and ended up with the projectile either going vertically in the air or bouncing back on itself... I think I messed it up
I was wondering if this would work...
4 different tags each on a different wall/paddle
and on the ball 4 impact sensors w/tags - connected to four 0.5 second count up timers that reset themselves and also activate a follower set to flee instead of follow
So then it hits the wall, which starts the timer. When the timer is full it activates the fleer which give it a kick. Would that work?
Might look something like this
I is impact sensor
T is timer
F is follower or flee-er
on 27-01-2011 06:25 PM
Interesting idea but I don't think the bounce direction will be right. Flee would make it move straight away from the tag, not in the reflected direction of it's velocity. Or maybe that would actually look ok, I'm not sure.
on 27-01-2011 08:14 PM
TekF, your right... Just went basically straight up (or left or right) for about a foot, then just stopped dead,
Maybe I'll just scrap the followers and impact sensors and just use a metal square/circle hooked up to a kill timer, so that if doesn't hit anything for about 10 seconds, it respawns... This would be much easier to make (Battery hooked up to a timer (10s), Impact hooked up to reset, Output to Destroyer) but would probably make the game much less fun
Worst case scenario, I'll use that, but I would really appreciate an alternative...
In the mean time I'll try to tweak the 'constant speed projectile' thing to see if I can get it to work
on 29-01-2011 06:54 PM
Turns out I'm an idiot
Fixed the ball problem now, turns out I was bumping 'Decelleration' up to 100, so the ball kept stopping.
Still haven't got the scoring problem fixed but I'll deal with it later.
The Beta is out now (search PONG BETA)
on 05-02-2011 05:47 PM
I too am making pong in LBP (although it's only a small part of the rest of the level)
The problem I am having is the when the ball hits the paddles, it moves them backwards as the ball and both paddles are floating in free gravity.
I wondered how you were moving your paddles and if you have this problem.
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