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#1
Close checkpoints????????'
Archive: 10 posts
Hi can i close one activate check point? In my level i place a secction whit a trap, I need to do that check point be closed before the mechanism is activated this way if the sackperson dies, the level ends. Can you help myself to solving this problem? Thanks. | 2009-12-28 18:55:00 Author: Itzanma Posts: 18 |
You could activate the scoreboard, then activate the checkpoint again once the mechanism is activated. Alternatively activating a arbitrary checkpoint then crushing it offscreen should do the job, although you might have to emit the scoreboard afterwards, I'm not sure. | 2009-12-28 18:58:00 Author: rtm223 Posts: 6497 |
ok thanks, we need to try another question: can i have two ends for my level? one for the normal end and the other for the death end | 2009-12-28 19:08:00 Author: Itzanma Posts: 18 |
Definately - you can activate any checkpoint by attaching a switch to it. This is much easier than it used to be with the latest LBP updates. Just attach a switch activated by player action to a checkpoint or the scoreboard (as RTM mentioned above). In Splat Invaders III I emit entirely different endings based on whether the player saved the cities - so thats another choice. | 2009-12-28 19:18:00 Author: CCubbage Posts: 4430 |
Thanks for the Help Happy New Year to all members of LBP Central. | 2010-01-01 00:01:00 Author: Itzanma Posts: 18 |
Do you need the checkpoint again? If not you can crush it with a heavy material. (Just saying because it is easier to do if you are new to creating ) | 2010-01-02 16:26:00 Author: Plasmavore Posts: 1913 |
crushing it will be the easy route | 2010-01-04 00:53:00 Author: Unknown User |
What's easiest for me is that I don't crush any Checkpoints, but instead activate new ones with a Proximity Switch; for example, a switch inside the one-way entry path into a Survival Challenge activates the post-challenge Checkpoint so when all players die, they go to that Checkpoint and just walk to the Scoreboard. As far as I can tell, the game only allows the activation of one Checkpoint and/or Scoreboard at a time: activating a new one deactivates the old one. However, non-infinite Checkpoints do retain the number of remaining lives, and one-life-left (aka Critical Annoyance Checkpoints) can't be reactivated if a player walks by another one. Probably a failsafe so you can't accidentally set off the almost-empty Checkpoint and get killed right after, making you restart. | 2010-01-04 01:28:00 Author: KimuraOkagawa Posts: 19 |
If you smash the Enterance you spawn from the scoreboard | 2010-01-07 00:00:00 Author: XChapel23 Posts: 2 |
Oh, and one more peculiar thing I found: If a level has no Checkpoints or Scoreboards whatsoever (requires smashing the Entrance in Create Mode first), you don't even go into the level. Just the "you lost all your lives" message. Fortunately, this will not occur with entering Create Mode. If you have an Entrance, you appear from it like normal. If you smashed the Entrance (which I like to do before starting a level, to begin with a truly blank slate), you just appear in the bottom-left corner. | 2010-01-07 00:07:00 Author: KimuraOkagawa Posts: 19 |
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