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

CP Temporary Ressurection Fix?

Archive: 4 posts


Okay, I have been working on a collaboration level with a friend for a couple months now and we're almost done, but then we just decided to try something that none of us know how to do.

We want to eliminate the CP spawn camera throw issue.

This issue is even more a problem since we're making level for expert community/players. And in levels like that when multiplay, dying due to cam zooming to cp is extra annoying/more annoying than in levels with obstacles not near as hard.

I know there's got to be a way to do it. We tried a censor switch wired to cp method but no matter what settings we tried we couldn't get it to work. So I'm thinking it may involve more complex logic.

So the idea is that the cp will not spawn when someone dies, only once everyone has died.

If anyone knows a way please help. Many thank yous and huggles! . . . even if no one does, at least for reading, lol. ^o^
2010-06-21 19:03:00

Author:
Hana_Kami
Posts: 393


it might require some serious fenangling, but I would think that if you had the spawn point inside of a tall rectangular room that followed the camera, just offscreen. when the first player dies they are placed in the room (assuming they respawn immediately). to prevent the camera from panning over to them, there are two sensors, one at the top by the CP, the other at the bottom. When spawned they will set off the first sensor, which will emit a camera zone that's set to the area the other player would be in (i'm not sure if the camera is relative or absolute, if it's absolute, this will be much harder) and then fall into the second sensor area which basically sets off the first part of an AND switch (the top sensor being the other part) which when completed opens the room setting both players free. limitations include only being 2 player friendly, not necessarily sure how to do a 3 or 4 player job. Also severely limits the terrain, which if this is as difficult as you say, might be a serious pain. If this is what you meant by sensor switch wired to a CP, then I'm boggled.2010-06-22 05:35:00

Author:
MobiusDT
Posts: 89


Ask Gilgamesh, he managed to come up with a really good way to overcome this in his first attack level.
If i remember correctly he set it up so that whenever both players leave ceertain area or start the challenge, another far away checkpoint activates far away, so that the one nearby won't activate until both players die. (well they respawn in the far away Checkpoint and die, taking them to the other checkpoint they left off at afterwards) quite simple, yet ingenious if you think about it.

Hope that helps!
2010-06-22 06:54:00

Author:
Silverleon
Posts: 6707


Yeah, thanks a lot guys, I'll keep all that in mind! ^_^2010-06-24 20:32:00

Author:
Hana_Kami
Posts: 393


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.