1. How do people make objects appear to fall from above and then land in a specific pattern. I know how to make objects appear, but how do you get them to land in specific spots like several pieces of wood to form a stair case?

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- A Q on how to create certain effects
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06-13-2012 #1
A Q on how to create certain effects
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06-13-2012 #2
you can do this easily by laying out a trail of tags where the stairs should go and then activating followers set to follow that specific tag on your platforms : ) make sure to also activate gyroscopes on them so that the platform remains upright when the player hops onto it! hope this helps!
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06-13-2012 #3Sackperson
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This thread should be moved to "[LBP2] Help!" and locked.

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06-14-2012 #4Patch of Cloth
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06-14-2012 #5
It should be moved, which is no problem.

As for locking, I agree with SGD. There could be many answers.
Moved to LBP2 Help
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06-14-2012 #6Patch of Cloth
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I set it all up but the object comes out of the emitter and stops. I have a path of 3 tags. Blue, with a name of 1. I have a tag sensor setup to match the tag. I have the Max detection range set to 160 which is larger than it needs to be. The Follower is setup with the same pertinent settings. Acceleration is set to 100%. Can you see anything I'm missing?you can do this easily by laying out a trail of tags where the stairs should go and then activating followers set to follow that specific tag on your platforms : ) make sure to also activate gyroscopes on them so that the platform remains upright when the player hops onto it! hope this helps!
EDIT:
I set it all up but the object comes out of the emitter and stops. I have a path of 3 tags. Blue, with a name of 1. I have a tag sensor setup to match the tag. I have the Max detection range set to 160 which is larger than it needs to be. The Follower is setup
with the same pertinent settings. Acceleration is set to 100%. Can you see anything I'm missing?
After looking at it again, when exiting the emitter it goes to the first tag and stood there. It doesn't move after that.Last edited by Lady_Luck__777; 06-14-2012 at 01:55 AM. Reason: double post: Please use the edit
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06-15-2012 #7
It may also be worth activating a dampener once the object is in place so that it stays there - outside effects such as your sackboy or other objects hitting it could cause it to rock a little.
To setup what you have though you should only need a follower and a gyro on the circuit board, no need for a tag sensor. The follower can work independently and the gyro is there to keep the object upright.
If you want to implement a dampener like I suggest then you will need a tag sensor for that. Set its detection radius to very small (as in 0.1) connected to the input of a timer of 0.5 seconds, and the timer's output connected to a dampener (which is really an anti-gravity tweaker, but you need to alter its dampening settings). The delay just means the object won't stop dead slightly short of its intended place.
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06-16-2012 #8Sackperson Sergeant
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if you have the MOVE pack: you make 'rails' in whatever configuration/shape you want and then place a circle of glass material inside these rails. It's best to use a material tweaker and set all materials to none stick for ease of movement. you can then grab the circle of glass with the MOVE cursor and record it's path as you move it along the rails. make sure your measurements are correct from starting point to finish point (just pop down a little piece of holo where you want it to start, this is so that if you want to emit the sequence you know exactly the point you want to emit from. copy this set up as many times as is needed to build that walkway/bridge (you can record different paths for each piece if you wish) put a speed sensor on the object you've attached to the emitted animated sequence (part of a bridge or ledge etc) and set it to the lowest speed. this will then trigger a gravity tweaker set to full dampening when it stops it's journey. this is only theory on my part but it should work.
Last edited by GribbleGrunger; 06-16-2012 at 03:55 PM.
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