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#1

Teleportation: There's something wrong.

Archive: 13 posts


Okay, I've been recently dabbling in the art of teleportation for my MGS level.

At the start it worked perfectly, Start point gets destroyed and Activated checkpoint is emitted. After geting this done I started work on the second part of the level. I placed down the basic form of it and suc. I placed down a checkpoint I made earlier. I tried the level again. And low and behold the teleporter didn't work. It always spawned me at the checkpoint I placed at the start of the main level. It wouldn't spawn me from the emitted checkpoint. Now this really confuses me as the checkpoint is not activated. Is there a solution?

Well thanks
2009-08-17 18:34:00

Author:
FlameAtNight
Posts: 405


Is the checkpoint already "touched?" If not, it wouldn't work.2009-08-17 18:40:00

Author:
Unknown User


check how many you have the emitter set for. If you have it only emitting one it may not send out another one. I've not had much experience with teleportation so I'll let the guys who have diagnose it if it isn't an emitter problem. I've just run into the problem of emitting in create mode that messes up the emitter in play mode. Good Luck!2009-08-17 18:54:00

Author:
Morgana25
Posts: 5983


Is the checkpoint already "touched?" If not, it wouldn't work. That's what he meant by "activated". Checkpoints are very hard to work with, though after a lot of experimentation I've seen people get them to work fairly well. It just takes a lot of playing around to get it to work 100% of the time.2009-08-17 18:57:00

Author:
BSprague
Posts: 2325


Well the emitter should be setted up like this:

Emit wherever.
Frequency: 0.1
Lifetime: oo
Emit at Once: 5

I think that's all.
So this what will happen, your activated checkpoint would be emitted 0.1 seconds, while it's emitting, it'll never be gone, unless there's already 5 emits after that.
2009-08-17 19:01:00

Author:
Unknown User


Well the emitter should be setted up like this: Emit wherever. Frequency: 0.1 Lifetime: oo Emit at Once: 5 I think that's all. So this what will happen, your activated checkpoint would be emitted 0.1 seconds, while it's emitting, it'll never be gone, unless there's already 5 emits after that. What is the significance of having an "Emit at Once" of 5? Why not just set it to 1 and save some thermometer space? Also it's important to mention that the emitter needs to be attached to a one-shot switch.2009-08-17 19:15:00

Author:
BSprague
Posts: 2325


Stop quoting me. .-.

And it would be faster if there were 5 checkpoints about to emit.
2009-08-17 19:22:00

Author:
Unknown User


Uh Oh. I guess I didn't explain this too well did I?

Okay, at the start When I did NOT have the other checkpoint it would work everytime. AFTER I put in another checkpoint It you would always be spawned at that checkpoint. No matter hw I tweaked the emitter so I think I can rule out an emitter problem. If I was to emit a Start gate would that solve my plight?
2009-08-17 19:38:00

Author:
FlameAtNight
Posts: 405


good question. Sounds like it would but I've not toyed with that. Hey teleportation guru's where are you?2009-08-17 20:55:00

Author:
Morgana25
Posts: 5983


Basically, you have to destroy the checkpoint at the start of the level, no matter what.

Putting the checkpoint on a piston, set to high speed to make the checkpoint hit the ground, with a directional sensor switch attached to it, will destroy the checkpoint and allow teleportation.

If you have any checkpoint in the level, ANY, at all, you can't use teleportation. Until you find a way to learn to destroy them while teleporting and emit again when done teleporting.
2009-08-18 02:49:00

Author:
goldenclaw13
Posts: 224


Yeah Goldenclaw is right.
You cant have any other checkpoints in the level.
I've spent alot of time playing around with teleportation for the level that I'm working on.
Be aware that it can get quite frustrating at times.
There have been so many times when it hasn't worked correctly and I'd had no idea why.

I've now managed to come up with quite a good way of teleporting the player without the use of lots of emitters. My system only uses four.
If your interested to see how I've done it I can put together a quick tech demo.
2009-08-18 10:11:00

Author:
SneakySteve1983
Posts: 121


Right, I've deleted The whole malarky with the teleportation... Think I'll keep it simple

Request Lock Please.
2009-08-23 16:14:00

Author:
FlameAtNight
Posts: 405


In before lock.

I've also noticed that the end gate (the big scoreboard) also serves as a checkpoint. In my Brain Chain level, I used this - as soon as the start gate is destroyed, the end gate become the spawn point. So, if you ever wanted to use teleportation, you'd have to emit the end gate as well.

This is very useful for survival challenges, but annoying for regular levels.
2009-08-24 15:16:00

Author:
comphermc
Posts: 5338


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