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#1

Split plane checkpoints?

Archive: 14 posts


ok so i'm working on a co-op level where each of the 2 players are restricted to one plane, now i got it down with a tiny wall on how to make them stay on only their plane, but there's one problem:checkpoints, i don't know how to make checkpoints that would keep both players on their own planes when they die, anyone know how to make any kind of "checkpoint system" that can put a checkpoint behind the player that dies so they come back in their own plane, anyone who can help will be greatly appreciated 2009-04-27 11:36:00

Author:
jjdragon
Posts: 257


I can think of two methods:

Method 1 is a sensor which detects the absense of a player in a particular area, and moves the checkpoint appropriately. Hopefully this will switch quick enough between death time and respawn time. However, this will not work if both sacks die at the same time...

Method 2 is to have a checkpoint area with 2 lifts (grabbable sponge on chain). Each lift is only strong enough to lift one sack person. lift takes you up and then you drop into your area. When you die - detecting absense of player in area, lift drops down again. This way if both die at the same time, you get 2 lifts drop, but the sacks still have to split.

However,if by plane you mean the z axis, you will have to use MGS spotlights for the sensors as they are plane-limited sensors, and this sucks.
2009-04-27 12:02:00

Author:
rtm223
Posts: 6497


they sound like pretty good ideas to try, if i fully understand them i'll give em a try, and by plane i mean for example, one person is in the front plane, while the other is in the middle plane2009-04-27 12:14:00

Author:
jjdragon
Posts: 257


For any Z-axis checks, I use MGS spotlights. I made an in-game d-pad using them, and a boss in BR1 uses them to good effect too. The only trouble is angle range and length range, but I can't think of a workaround. rtm, I don't understand either of your methods - they don't seem to work the way I build 'em in my mind.2009-04-27 19:58:00

Author:
dawesbr
Posts: 3280


Well actually, I thought the spotlight would suck because you can't turn off the foggy effect, and you'd have to use loads to with a big OR. But you can set the angle to 180 and make the range massive since cornish yarg. Then hide the light well off the screen, so it'll actually work well.

As for the rest of the plan. checkpoint is on plane 3 (the back plane). player planes are on the 1st and 2nd. Each lift takes you up on the right or left (still on back plane). Once you get to the left top, you can only get to the front plane, on the right top you can only get to the middle plane. The lift stays at the top until there is no sack on the associated plane (that sack has died and is back on the back plane. If both die at the same time, both lifts drop but of course you are forced to split because of the weakness of the lift.

There are some details to work through but it's sound theory I think.
2009-04-27 20:57:00

Author:
rtm223
Posts: 6497


You could possibly make switches that emit doors on the other side of the wall (similar to how teleporting works). So, one person can revive the other if they die. But again, if both people die =/2009-04-27 22:02:00

Author:
Burnvictim42
Posts: 3322


I just kinda realised that any method that fails if both die at the same time won't work for initial spawn / entering the puzzle either, so it would be a non-starter.2009-04-27 22:20:00

Author:
rtm223
Posts: 6497


That's not necessarily true, thanks to the slight delay in spawning times no matter the death sequence. Having something happen fast enough may do the trick.2009-04-27 22:45:00

Author:
dawesbr
Posts: 3280


That's what we need! 1-layer-only sensors!2009-04-27 22:54:00

Author:
crazymario
Posts: 657


That's what we need! 1-layer-only sensors!

I think the MGS lights do that... which is why they were being discussed



Another solution would be to split the level up into sections, with little "rest" areas in between with the respawn doors, open to both planes. You'd just have to build a little 2p obstacle to get one of the sacks into the back plane (ie: an elevator you need someone else to hold the button to) to guarantee that its not one person switching planes for some odd reason.
2009-04-27 23:05:00

Author:
Burnvictim42
Posts: 3322


I think the MGS lights do that... which is why they were being discussed
I knew that. I was thinking an MGS spotlight without the spotlight part...
2009-04-27 23:14:00

Author:
crazymario
Posts: 657


We should have an option for magnetic switches/ whatever other switches to use the R1/L1 buttons to change the planes of what it affects a'la creating materials...2009-04-28 00:04:00

Author:
RockSauron
Posts: 10882


We should have an option for magnetic switches/ whatever other switches to use the R1/L1 buttons to change the planes of what it affects a'la creating materials...

Yep. I was secretly hoping it would come with angle sensors. But they got it the wrong way. Adding angle functionality to the spotlight is just rediculous. Now it triggers outside of the light

I think you're probably right dawesbr, but there is also a delay in triggering sensors and moving the checkpoint (0.1 + 0.1 I guess). This could be just 0.1 if you use flipper chains, but then if both die within the same 0.1 second interval then both chains pull and the same time and nothing moves. It may or may not work - I wouldn't trust it without a lot of testing, but that is just me.

A further method occurs to me: As this is a co-op challenge and we assume the players want to complete the challenge, use a sign that says "1 go this way, 1 go that way"? Hehe.
2009-04-28 00:18:00

Author:
rtm223
Posts: 6497


I've got a pic of the idea i'm wanting, tell me about how to make a lift or something for this pic

Green=front plane wall, Dark Green=front plane floor you walk on, Light blue=middle plane wall, dark blue=middle plane floor you walk on, red=thin wall to prevent jumping off to front plane
2009-04-28 00:33:00

Author:
jjdragon
Posts: 257


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