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Creating a Collapsing Bridge

Archive: 9 posts
2017-08-24 13:18:19 / Author: Heffy
Hi! I've only recently started playing LBP3 again, and this is the first time I've ever used the create mode, so I'm still finding my feet. The best way for me to learn is by trying to recreate the challenges in story mode. However, I'm a bit stuck on one. In the first level, Introduction, there's a bridge made of ice cubes, which collapses when you're half way across and a jam jar lands next to it (which I presume is connected to an impact sensor to trigger the bridge falling). I've had a look around this site and a few others, as well as YouTube, but haven't found any tutorials or help. I've tried using the Destroyer object tweaker connected to a Player Sensor, so that the bridge will fall down once my character gets to the centre of the bridge. However, even though the Destroyer visual effect is set to Fall Apart, it just kind of goes up in black smoke, rather than the ice cubes falling down the slide below. Plus, the animation plays *after* I've already fallen *through* the bridge, which is annoying. Perhaps I should be using dark matter instead to create this effect? I can't figure out a way to utilise it for this purpose myself, though. Does anyone have any ideas on how to recreate this part of the first level?

Thanks in advance!

http://www.littlebigforum.eu/upload/lbf/20170824151409_d93ed5b.jpg
2017-08-24 13:18:19
Author:
Heffy
Posts: 8

2017-08-24 13:26:46 / Author: waffleking23
This is just off the top of my head, and i can't remember exactly the look of the effect, but what about setting Anti-grav tweakers to the pieces of the bridge? Sackthing gets halfway across, a player sensor can turn off the tweakers, and they drop.

You could set the Player Sensor to start a Sequencer if you want the blocks to fall in a certain order (from the middle or from the edges, instead of all falling at once).

Sorry if this explanation is a little noodly, i'm a bit tired. If there's something that doesn't make sense, let me know.
2017-08-24 13:26:46
Author:
waffleking23
Posts: 342

2017-08-24 13:45:30 / Author: CuriousSack
...or if wafflekings idea doesn't work for you, you could also use invisible material under each ice-cube and then let destroy the invisible material with a destroyer putting the effect to disappearing. With a sequencer you could control the order in wich the ice-cube would fall down, as waffleking already described before!
2017-08-24 13:45:30
Author:
CuriousSack
Posts: 865

2017-08-24 15:05:55 / Author: Heffy
Ahh those are both brilliant ideas, thank you! : I will have a play around and let you know if they work ? I've not used the sequencers yet, so let's hope I can figure them out and put them to good use!
2017-08-24 15:05:55
Author:
Heffy
Posts: 8

2017-08-24 18:41:48 / Author: Heffy
Okay so this has worked really well, except that when the ice cubes fall, because they are dynamic objects, they just fall straight through the slide beneath them, instead of rolling down it. And if they're static then they don't fall at all. I'm guessing maybe using the physics tweaker for this issue? But I'm not sure what exactly to do. Any help? Thanks for the ideas above, it looks really cool when the bridge collapses now!
2017-08-24 18:41:48
Author:
Heffy
Posts: 8

2017-08-24 19:22:43 / Author: Hanfi1311
You can use an anti gravity tweaker instead of static/dynamic, then you can switch between the states, but to let the stones role down will need a very complex logic, there are official LittleBigPlanet tutorials on Youtube, in one, they showed the logic of their roling stones
2017-08-24 19:22:43
Author:
Hanfi1311
Posts: 210

2017-08-24 20:35:30 / Author: mdkd
I dont remember the LBP3 introduction, but if you want blocks that slide down the slide you need to use the in/out mover to create the illusion that it slides down if that is what you mean. The slide itself does only have physics for characters, not for objects.

I personally would use that candy bar or whatever to activate a shardinator tool which is set to 6 pieces and endless for the shards. It's not easy to explain it in a few sentences, but a video tutorial would work. If needed I could make a little tutorial.
2017-08-24 20:35:30
Author:
mdkd
Posts: 1856

2017-08-25 06:59:18 / Author: waffleking23
Okay, so, sony's online seems kind of borked right now, so i cannae record anything, but it did give me a little time to play around with this, and if i'm picturing the effect right, i think i got something (also, have to give a shout-out to Danx87, because a lot of this is from him).

Anyhow, first thing, you want a block of ice that will rotate as it's falling. For that, grab a decoration rotator, and use Angle Snap so you can get it straight up and down. Take the Ice Cube decoration (it's listed under food in your poppit). Slap it on the center of the deco-rotator. Play around with the settings until it's going the speed you want, and remember to set the rotator to not visible in play mode.

Now grab a material, anything solid will do. Tweak it to dynamic, and make a cube about the size of the ice cube. Place it over top the cube and glue it down.

Put a microchip on the material. Put an Opacity Tweaker set to zero on it, and an Anti-grav Tweaker set to 100% Antigrav, and Buffering. Connect a two port selector's 1st output to the Anti-grav Tweaker and the 2nd to the Deco-rotator.

Connect a player sensor (though there are other ways, like an impact sensor or a tag sensor, if you want this to be inescapable) to a non-resetting counter, and that to a Timer (i set the timer to 0.5seconds, to give a bit of time for the player to get off, but maybe you'll want to skip the Timer completely if you want an immediate drop); the Timer gets wired into the selector's second port. Now, when the player steps on the ice, the Anti-grav will be turned off, and the rotator turned on, so the ice looks like it's tumbling forward.

Last bit, to get the block to move down the ramp. You're going to want to put a block of sticker material (the same dimensions as our Ice Cube) with a tag on the front of it below the Ice Cube, then another one "block" down, and one layer out. Keep placing them until you have a sticker material "stairway" that reaches the bottom of the ramp. Label the tags whatever, and keep them a single color (mine were Out1, Out2, Out3, Out4).

Go back to your Ice Cube and put another microchip inside the first. In there you'll need a selector. The number of ports will be determined by how far the block needs to tumble, one output for each step in the stairway we just made, plus one empty one at the top. The outputs (from the 2nd) will be connected to Followers set to follow the Tags on the Sticker Panel steps. Make sure you set an In/Out speed.

Now, take the 2nd output from our first selector (the one going to the decoration rotator) wire it to a resetting one-count counter, and that into the 2nd input on the selector with the movers. The next input should have a Tag sensor with a range about the dimensions of the Ice Cube, and set to zero layers. Set it to be triggered by the same tag the 2nd output's Follower will follow. Now repeat that down the selector.

Finally, just copy the whole lot, and you can make a bridge as long as you like. Just make sure you change the colours (and names, if you'll have a bridge longer than 8 Ice Cubes long) of the tags, tag sensors and Followers. If you find that the Cubes are not dropping smoothly, put another tag in the microchip (i labeled mine "Ice), and place a Physics Tweaker set to Ignore Collisions with that tag. Do the same for the rest of the blocks.

Really, once you've got it down, it's more annoying leg work than anything difficult, but it makes for a nice effect.

Hope this made sense, and do yourself a favour and check out CompherMC's and Danx87's tutorials, they tend to be really easy to follow; Comph's are really good for basic in-chip logic (though some of it is a little dated, as it's all LBP2 era), while Danx seems to do a lot of focus on visual and play effects.
2017-08-25 06:59:18
Author:
waffleking23
Posts: 342

2017-08-25 22:59:47 / Author: Heffy
Waffleking - thank you so much for taking the time to play around with it yourself and writing me such a detailed explanation. I'll try my best to follow your tutorial and let you know how it goes! It sounds complicated but I'm sure I'll get the hang of it once I get into it

Mdkd - thanks for the offer to make a tutorial for me, that's really kind of you. I'll have a play around with Wafflekings ideas first, but if it's too complicated for me I would really appreciate a tutorial, thank you
2017-08-25 22:59:47
Author:
Heffy
Posts: 8
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