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#1

Disappearing Checkpoints?

Archive: 9 posts


I have a problem, and it's a fairly big one because I've built a significant chunk of my level and I won't be able to proceed with this problem.

I have a piston connected to a checkpoint. Unfortunately the piston keeps breaking after is it activated. The piston is set to inverted, and has a permanent switch keeping it fully extended until the permanent switch is activated. The piston actually goes through a big piece of material, but by the time the permanent switch is activated, the material is no longer in the way so it's not breaking because of that.

The strange thing is, I had this section working flawlessly before, but after I did a bunch of work to the next section, I tested it from the beginning and the piston breaks every time.

As far as I can tell, I didn't make any changes that would have effected the piston, and I've tried redoing the piston and checkpoint to no avail.

SO...If that even makes sense in writing, I might still just have to wait until Online Create comes out so I can just show somebody with a bigger brain than me.
2009-06-29 05:21:00

Author:
ApellesJr
Posts: 282


i think i understand, what is the overall point of the piston? is it to move the check point to a different area or is it to remove the checkpoint entirely?

If its the first one i recomend destroying the checkpoint and just emitting an active one whereever it would end up being,

If its the second then you could just destroy the checkpoint
2009-06-29 05:31:00

Author:
redmagus
Posts: 667


It is the first. It's being use to transport the player out of an area that has been completely obliterated. I didn't think about emitting an activated checkpoint. That would only work if the original checkpoint I was referring to is activated and then destroyed, and THEN the new activated checkpoint is emitted. Correct?

If so, how would you suggest destroying the checkpoint?
2009-06-29 05:40:00

Author:
ApellesJr
Posts: 282


well you just said the area was completely obliterated, right? drop a big rock on it, it doesn't need to be neat for obliteration Be sure that you have a fair amount of lives on this door though (infinite, preferrably) for if you don't, players may have to quit your level if they die a lot earlier.2009-06-29 06:17:00

Author:
Burnvictim42
Posts: 3322


By "piston breaking" I assume you mean the checkpoint gets crushed?

How far are you moving the checkpoint (units on the piston settings) and how fast. If you move an object to fast on a piston it will just break. Slowing down your piston may well solve the problem.

Emitted checkpoints used to be pretty unstable. Don't know if this has been fixed or not but it's something to take into account.
2009-06-29 09:28:00

Author:
rtm223
Posts: 6497


well you just said the area was completely obliterated, right? drop a big rock on it, it doesn't need to be neat for obliteration Be sure that you have a fair amount of lives on this door though (infinite, preferrably) for if you don't, players may have to quit your level if they die a lot earlier.

But if they did want to destroy a checkpoint the neat way, what I do is make a piece of dark matter, go down a couple of grid spaces and make a second one and then way far away attach the checkpoint to the top piece of dark matter and set it to a fairly high speed.

It looks like this:


___
_|_
|
|
|
|
|
|
|
|
O

The horizontal lines are the two pieces of dark matter and the vertical lines are the piston, connected to the bottom of the top piece of dark matter. The O is the checkpoint. Just trigger the piston to destroy the checkpoint.
2009-06-29 12:47:00

Author:
BSprague
Posts: 2325


Or you could have a one shoted brain on the checkpoint if you dont mind the player getting some points


Emitted checkpoint work like this, a sackperson who dies respawns at the last checkpoint activated, emitting an active checkpoint counts as activating one so the new one will be the one they are sent to even if the old one is still there
2009-06-29 16:30:00

Author:
redmagus
Posts: 667


sorry the connection was so lousy last night so I could't even hear what the problem was.

Sounds like the emitted option would work the best to me. Good luck!
2009-06-29 19:59:00

Author:
Morgana25
Posts: 5983


Can`t you set off the mechanism in create mode to see what it breaks on?2009-06-29 20:13:00

Author:
Matt 82
Posts: 1096


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