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Is there a way to have a checkpoint activate ahead of you in the level?

Archive: 11 posts


Without activating it first. For instance, is there a way to activate a checkpoint with a switch.2009-04-03 19:52:00

Author:
ApellesJr
Posts: 282


I don't think so.. But I've been away for a while, and something might have cropped up.2009-04-03 19:59:00

Author:
DrunkMiffy
Posts: 2758


Dangit...I really need this to be a reality haha.

I have a chase scene in my new level with a monster made of gas. He passes through everything so i cant attach a checkpoint to him and the chase has bends in it so i cant have a piston with a checkpoint on it.

I dont know what to do with this. Right now I have emitters set up to launch checkpoints past you at certain points in the chase, but this doesnt always work
2009-04-03 20:13:00

Author:
ApellesJr
Posts: 282


You can capture an active check point by creating a blank level adding a checkpoint, deleting the entrance gate and then leaving and reentering the level editor. Sackboy will enter through the checkpoint, activating it. At this point you can capture it as normal and then place it in an emitter.

This seems to be the strategy many people use to make things like teleporters and infinite life checkpoints. I haven't played around with it too much myself so I can't tell you about any of the specific tricks, but this should help get you started.
2009-04-03 20:21:00

Author:
dcf
Posts: 468


What about if you have a track going around the course with the checkpoint on a piston suspended that when the race starts it retracts so it's always just in front of the monster.2009-04-03 20:24:00

Author:
dorien
Posts: 2767


You can capture an active check point by creating a blank level adding a checkpoint, deleting the entrance gate and then leaving and reentering the level editor. Sackboy will enter through the checkpoint, activating it. At this point you can capture it as normal and then place it in an emitter.

This seems to be the strategy many people use to make things like teleporters and infinite life checkpoints. I haven't played around with it too much myself so I can't tell you about any of the specific tricks, but this should help get you started.

Darn, that's what i was about to say, as it seems self activating checkpoints deactivate any others active when it apears.
That or you can use that other suggestion i sent ya.
2009-04-03 21:11:00

Author:
Silverleon
Posts: 6707


If you use pre-activated checkpoints you must destroy all others in the level first.2009-04-03 22:29:00

Author:
Shermzor
Posts: 1330


Like in my new level, "Lotsa-Life and Active Checkpoint Tech Demo" (Hint, Hint)2009-04-03 22:58:00

Author:
SawronZXZ
Posts: 463


If you use pre-activated checkpoints you must destroy all others in the level first.

Umm... no
A pre-activated CP activates itself (duh), but when it does it deactivates any other active on, just as if you had actually activated by passing near it.
Just remember to spawn it untill when you need it because if you just put it in a level you'll start from that checkpoint(as its the only one active when you start).
2009-04-03 23:03:00

Author:
Silverleon
Posts: 6707


Also since your boss is gaz you must have builded it solid and then gazified him maybe?

If it's the case, but him back in solid form, attach your checkpoint, re-gaz him. This way you will have a checkpoint attached and then you will be able to use your old solution.

.
2009-04-03 23:18:00

Author:
RangerZero
Posts: 3901


Umm... no
A pre-activated CP activates itself (duh), but when it does it deactivates any other active on, just as if you had actually activated by passing near it.
Just remember to spawn it untill when you need it because if you just put it in a level you'll start from that checkpoint(as its the only one active when you start).

Actually that's not true. If you spawn an active checkpoint it doesn't deactivate the other one, and (I believe) you spawn at the one you're standing closest to.
2009-04-03 23:31:00

Author:
SawronZXZ
Posts: 463


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