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#1

Moving a checkpoint long distances

Archive: 11 posts


Hey there,

I recently finished my 5th level named The Lost Temple (check it out! PSN ID: Duffluc) and i'm having some trouble with moving a checkpoint close to the start of the level.

At the start of the level a player swings through a massive cave along a large pendilum. The problem is that If the player somehow messes up the swing, by resisting the force of gravity or something, they wont make it to the other side and will have to drop to their deaths.

I couldn't think of a way to emit a new swing, because of the scale of the cave itself. so i thought i would move the checkpoint if the player failed to make it accross.

normally i would just build a ramp or a piston to move the checkpoint but ive been running into glitch after glitch. please help!
2009-11-19 03:10:00

Author:
Duffluc
Posts: 402


I would recommend a piston, but I see that already won't work...

-Perhaps you could build a cannon to launch the checkpoint across the cave?
-Or you could destroy all previous checkpoints, and emit the newest one. (You may want to ask for more details on that, it may come with glitches.)
-You could fix the swing itself, maybe you could set it to a rod, which is attached to a wheel with a wobble bolt (or motor bolt). Put a grab switch on the swing, and set the switch to directional mode. When you grab the swing, the motor will push you across, but when you let go, it will return to it's original position.
2009-11-19 03:17:00

Author:
warlord_evil
Posts: 4193


What specific glitches are you running into? There are many ways we might be able to help, but it's not clear what the actual problem is.

I would try it with multiple pistons in sequence. That way each piston does not have to be excessively long. They can all be triggered simultaneously and, provided they are all set with the same timing, they will all move in unison. The problem with this is that as soon as you chain multiple pistons, the physics starts to get a bit odd. For certain, you would need move it on some sort of level platform, or the weight will bend and break the pistons. And this may not be possible for you ( a long, flat plane running the length of your cave), so it may be of no use to you.

Anyway... hope this helped...
2009-11-19 04:21:00

Author:
v0rtex
Posts: 1878


First off, thanks for the help!

Glitches i am running into include:

-The piston itself actually breaking, for no reason that i can see
- the checkpoint has gotta move in the background because of the way the level is set up. so lets say i built a piston and set it to move, then died early on. That would make it so that you respawn in the wall while it is moving, and that creates another glitch
- if i try to set the piston's speed to something fast enough that it reaches its destination before you could die, it is traveling to vast, and once again breaks the piston.

I may try shooting it out of a cannon. That doesn't sound too bad actually...
2009-11-19 04:45:00

Author:
Duffluc
Posts: 402


What is the piston connected to? I recommend connecting it to a piece of dark matter. Anything attached to a piece of DM via a stiff piston directly will behave correctly. No breaking, no wobbling, nothing.2009-11-19 11:36:00

Author:
Treas
Posts: 223


@treas: if I understand correctly, the issue is that the piston has to move a long way so must move slowly. A death while it's moving will cause sackboy to spawn in the wrong place.


I don't understand the issue with respawning the swing? How big is this cave?
One method I can think of is to have the swing connected to the roof with a piece of dissolve (embedded into a hole). if you detect a death AND the grabby end of the swing is not where it was originally (i.e it won't block the emitter), emit a new one
2009-11-19 11:56:00

Author:
rtm223
Posts: 6497


As far as my understanding goes, the problem is that the piston (given the current setup) would break if moved at high velocity. If connected to a piece of DM, however, you should be able to retract the piston at a duration of 0.1s without risking the piston to break.

Remitting the swing, however, would certainly be the better solution gameplay-wise. If a player fails at a cool obstacle, you can be pretty sure that he'd like to retry it, rather than being teleported to the other side.
2009-11-19 13:21:00

Author:
Treas
Posts: 223


If connected to a piece of DM, however, you should be able to retract the piston at a duration of 0.1s without risking the piston to break.

I'm pretty sure this is wrong. They did improve it at one point, but last time I checked moving an object at high velocity still breaks it. Unless it's been fully fixed in a newer update.
2009-11-19 13:27:00

Author:
rtm223
Posts: 6497


I think if works ok if the check point is the ONLY thing attached to the piston, if the piston is attached to dark matter. It should be able to detract pretty quickly without breaking... but remitting the swing if possible still sounds like the best answer. Reset it back so the player can face the obstacle again.2009-11-19 14:14:00

Author:
CCubbage
Posts: 4430


Probably emitting the swing is best, but another thought I had was maybe just pull the swing back. Might be a cool effect too!

You could rig up a winch to the swing from a point behind the cliff set really loose (about 5) with the min around the point you have the swing attached. Make it hidden and set the max distance horribly long and tweak the speed a bit long as well like 8 - 10 seconds. With a sensor set to directional attached and the winch set to reverse, the grabby should return home once a sack re-spawns and gets back to the cliff.

You could also add an And switch so the winch and mouth doesn't come into play until after the first attempt without too much issue.
2009-11-19 14:45:00

Author:
jwwphotos
Posts: 11383


Thanks for all the feedback guys.

Sadly the piston still somehow breaks even while attached to dark matter. I'll have to try to make it re emit the swing again, because im still having trouble moving the checkpoint. The swing actually breaks once it reaches the other side (on purpose) to drop the player off where they're supposed to be, so making it swing back isn't really an option. Ill give the emitter another shot.
2009-11-20 06:48:00

Author:
Duffluc
Posts: 402


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