Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Help! [Archive]
#1

Pinpoint Scoreboard Activation

Archive: 5 posts


Alright - I definitely need help on this one as it involves something I don't really understand all the precise properties of ... namely, The Scoreboard.

Here's the situation. At the end of "Level" I want to teleport the player into a small box 3 small-grid-units wide, and 4-small-grid-units tall (and one layer deep, by the way - well, one thick one thin).


In it, at a certain point, I want the level to come to a completion and for them to "win".

The tricky part is I don't want them to ever see the scoreboard - which means in order to hide the scoreboard as needed, the scoreboard must be approximately 4 units tall.

Now, I've currently set it up so that they are teleported into the "box" and later a small scoreboard is teleported behind them.

Here's the rub though - the scoreboard does not automatically activate. No matter how I fiddle around with it (emitting the scoreboard, sliding the scoreboard in from the sides, etc) it appears that I must "button mash randomly" to get the scoreboard to activate, despite the scoreboard being placed directly behind them.

Sometimes it's just one jump - that's fine, if I could get it reliably so that it was a "press x once now to finish the level" situation, that I could work with. What I can't work with is "please jump around like crazy right now until it eventually triggers the scoreboard" type situation.

Short and sweet - I need a reliable, consistent way of triggering a scoreboard approximately 4 units tall with minimal player input.

For practical purposes, if nearby moving parts are required in the vicinity of the box, the thin layer behind the box has more room for visible moving parts as the thick layer is already somewhat filled with necessary objects. So there are the two layers I have for visible moving parts. (And of course, logic off screen is fine)

Forgive the Horrible Diagram, but if it involved moving the scoreboard around is required, here's the "available space"

Thick Layer
XXXXXXXXXXXOOOXXXXXXXXXXXX
XXXXXXXXXXXOOOXXXXXXXXXXXX
XXXXXXXXXXXOOOXXXXXXXXXXXX
XXXXXXXXXXXOOOXXXXXXXXXXXX

Thin Layer Behind
OOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOO

Also, it should be noted that whatever the solution is, it cannot involve emitting darkmatter into the play-area, as the whole thing will need to move.

This is a pretty poor description of my problem, but hopefully someone can decipher it and help me. Essentially, I just need help with reliable activation of miniature scoreboards with minimal player input.

Thank You Very Much, anyone who can help me with this has my mortal gratitude
2009-09-27 00:13:00

Author:
Jagrevi
Posts: 1154


Sorry, I'm not sure I entirely understand your problem, but I would like to note that a scoreboard can be activated and used like and activated checkpoint. This might work to automatically activate the checkpoint, so you don't have to worry about detection.

You can activate a scoreboard the same way as any other checkpoint, and you'll just have to emit it during the teleportation process.

Have you played my Brain Chain level? When the playe enters the level, the start gate destroys itself (captured a 3 second lifetime activated checkpoint). When the player dies, they automatically respawn on the scoreboard. In fact, I didn't go through the process of activating it - it just worked that way - but I swear I've heard of people activating them before.

Does that solve the problem?
2009-09-27 00:42:00

Author:
comphermc
Posts: 5338


Sorry, I'm not sure I entirely understand your problem

Yes. Unfortunately I was aware that the description was horrible, but I'm too sleep deprived at the moment to coherently communicate anything mechanical.


Sorry, I'm not sure I entirely understand your problem, but I would like to note that a scoreboard can be activated and used like and activated checkpoint. This might work to automatically activate the checkpoint, so you don't have to worry about detection.

You can activate a scoreboard the same way as any other checkpoint, and you'll just have to emit it during the teleportation process.

...

Does that solve the problem?

Yes, yes it does!

How do you activate a scoreboard to be captured? I've never done it with a checkpoint, I've just been using a prize activated checkpoint from some random level.
2009-09-27 00:46:00

Author:
Jagrevi
Posts: 1154


Alright, go into create mode [blank level]. Place a scoreboard.

Find some way to destroy the start gate. Most people crush it. I pull it through a small DM opening with a piston (which causes it to break). I think you might be able copy it, delete the first one, and then delete the second one. Whatever, just make sure it's gone.

Save and enter play mode. You should spawn through the scoreboard. This is good. Return to create mode. When you enter create mode, you should have done so through the scoreboard. It is now activated. Capture it, and you are all set.



-----

The same process is used to activate checkpoints.
2009-09-27 01:05:00

Author:
comphermc
Posts: 5338


You could just kill every checkpoint in the level. Then you automatically teleport to the scoreboard on death. No activation needed.2009-09-27 01:21:00

Author:
rtm223
Posts: 6497


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.