#1
Death-activated switches
Archive: 21 posts
I had an(other) idea for LBP2. What if you could have switches that activated when Sackboy got killed? Perhaps a helpful message to get you where you need to go, or a message saying, "PWN3D N00B!" | 2010-06-25 09:13:00 Author: Duke Phoenix ![]() Posts: 18 |
Guys, you don't need death switches... All this can be done with DCS sackbots and logic... | 2010-06-25 17:36:00 Author: Fishrock123 ![]() Posts: 1578 |
You could also put the new collision switches on deadly objects. | 2010-06-25 19:11:00 Author: Tyler ![]() Posts: 663 |
You could also put the new collision switches on deadly objects. I can see this working, as if you put a sound object in LBP1 onto a hazardous object, set it to on impact and jump sackboy onto it, the sound will play. Though a Death Switch could be useful... say like if you die >2 times then a prize bubble normally found at the end will be blocked off .etc | 2010-06-25 19:26:00 Author: Matimoo ![]() Posts: 1027 |
Could also be made with collision switches / sensor switches + some logic. BUT, we wants our lifes easier, so why not? Mm made the Bounce Pads! ![]() | 2010-06-25 19:39:00 Author: Unknown User ![]() |
it would be good for a Mortal Kombat level im going to make on LBP2, like when the opponent Dies, once it Says Round Two, Fight! and if the other sackboy Dies then it says Round 3, FIGHT! and so on untill a sack dies twice then they both get teleported to the end, now if only they make it so you can programme in Melee moves on LBP2 and the chance to get an anouncer to Say FINISH HIM!, or FATALITY! ![]() | 2010-06-25 19:41:00 Author: AfterBurner9901 ![]() Posts: 113 |
Inverted proximity switch thing. With like a massive radius. | 2010-06-25 19:43:00 Author: ARD ![]() Posts: 4291 |
Yep. But it can have big trouble in multiplayer if the CP can be in screen. Death Switch we wants ![]() | 2010-06-25 19:54:00 Author: Unknown User ![]() |
Yep. But it can have big trouble in multiplayer if the CP can be in screen. Death Switch we wants ![]() This can be solved, once again, using DCS sackbots and logic. | 2010-06-26 16:45:00 Author: Fishrock123 ![]() Posts: 1578 |
Not that bad for when more than one player dies. EX: Two people are playing and one dies, and a voice pops up. Normally, you could create this wiht one person, but with more than one you cant | 2010-06-28 04:00:00 Author: Testudini ![]() Posts: 3262 |
Inverted proximity switch thing. With like a massive radius. One thing wrong with this. the sensor switch can only reach so far before it reaches max so you would need a smaller (not small) level. | 2010-06-29 01:12:00 Author: Tomeh999 ![]() Posts: 763 |
I thro something little diffrent but might be also useful: "Is player is alive" switch ![]() | 2010-06-29 02:42:00 Author: Shadowriver ![]() Posts: 3991 |
That's the Death Switch inverted, basically. | 2010-06-29 09:10:00 Author: Unknown User ![]() |
Well, it depends what we call "death" ![]() 1.We can have switch that sends let's say 1s of signal if player dies 2.We can have switch that emits signal if player is not alive/exist If 2nd i think "If player is alive" sounds more natural then "If player is not alive/exist", this is why player existence switch sounds better. Of course this can be emulated as said above by using relay switch (of corse if in LBP2 you could specify player that it detect), but such global switch would be simpler and you don't need to worrying if you cover whole level with it if you want to.... hmmm think of it relay sensor can evolve to it by simply putting option to make detection range global. PS. i added exist since that switch will react if specific player didn't even existed in our level | 2010-07-01 00:15:00 Author: Shadowriver ![]() Posts: 3991 |
Its a good idea, I just see no use for it. You can just use inverted proximity switches with counter for multiple deaths. You can use it with different sets of backwards piston logic and normal piston logic to detect weather the player is dead or alive. Obviously there are no voices yet but you can always hook those up with mag keys. | 2010-07-01 00:29:00 Author: tanrockstan34 ![]() Posts: 1076 |
i was talking about that (Sry i forgot it's called proximity not relay), just evolve proximity sensor by putting options to detect globally and specified player or suakbot. To think of it "On Destraction" idea thread, mag switches could evolve in same way ![]() Oh, btw we leaving piston age ![]() | 2010-07-01 01:05:00 Author: Shadowriver ![]() Posts: 3991 |
NUUUUUU pistons come back! Nothing better than yell at your malfunctioning logic after a hard day. ![]() | 2010-07-01 08:24:00 Author: Unknown User ![]() |
Would there be a way to sense when a regular sackboy dies? I need to have a team of sackboys have a number of lives in my level. They have to be able to go underwater too so I can't use sackbots. | 2011-07-24 23:37:00 Author: Tileno ![]() Posts: 81 |
Good idea ![]() | 2011-07-26 14:59:00 Author: zzmorg82 ![]() Posts: 948 |
Good idea ![]() Oh, lol I didn't even pay attention to the date. | 2011-07-29 01:31:00 Author: Tileno ![]() Posts: 81 |
Could also be made with collision switches / sensor switches + some logic. BUT, we wants our lifes easier, so why not? Mm made the Bounce Pads! ![]() Thing is, bounce pads are something with massive use in levels. In LBP1 those custom pads were an ascension method second only to winches/pistons with a sponge in the end. Now that it's something easy to use, everybody uses them (now it's the ascension method second to none ![]() Aside from being reasonably recreated with the right logic, death switch isn't really something the majority of creators would need. | 2011-07-29 02:52:00 Author: SnipySev ![]() Posts: 2452 |
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