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#1

Trigger checkpoints by Switch ONLY

Archive: 13 posts


I've got a specific technical problem that I'm playing around with a number of solutions and I was just wondering if it is possible to trigger a checkpoint to only activate by switch, not when a sackboy runs in front of it.

Bar the obvious "prevent sackboy from running in front of it". Any thoughts?
2010-06-25 11:21:00

Author:
rtm223
Posts: 6497


You can't stop it from activating if sackboy runs in front of it I don't think, but you could emit an activated checkpoint somewhere out of reach. DOes that help at all? It is what I had to do. (When I was making one of the several levels that I never finished because I am crap at creating).

I doubt this is what you meant anyway, because you probably would have already thought of it if this was the case.
2010-06-25 11:24:00

Author:
moleynator
Posts: 2914


This would be in addition to activating an offscreen checkpoint, which I'm using to force group respawn and detection multiplayer death. However, whilst that offscreen checkpoint is active I don't want the players to be able to activate the checkpoint again. Or, if I do allow that, I'll need to do it through logic, rather than the normal mechanism.2010-06-25 11:35:00

Author:
rtm223
Posts: 6497


Each checkpoint has a prox switch activating every other checkpoint via an AND switch. its then down to you to just control which AND switch is on. you would have to make sure though that the prox switch activates imediately after the checkpoint activates.2010-06-25 11:59:00

Author:
wexfordian
Posts: 1904


Hang on, while it is active you dont want them to respawn? Set it to disappear after a few seconds? Then they can only respawn when the checkpoint is emitted? I don't know... Sorry I can't help. Maybe I will be better at LBP2!

Meh... Just listen to Wex cos I don't know what's going on. xD
2010-06-25 12:00:00

Author:
moleynator
Posts: 2914


The idea is to have a reset-on-death mechanism. however, in this case, the best solution is reset once everyone has died, which means de-activating the checkpoint until everyone is dead, at which point I'll re-activate it for a group respawn and reset the section following that checkpoint.

The reason I don't want the sackperson to activate the checkpoint is that I actually don't want the checkpoint trigger sound


Each checkpoint has a prox switch activating every other checkpoint via an AND switch. its then down to you to just control which AND switch is on. you would have to make sure though that the prox switch activates imediately after the checkpoint activates.

This would cause an issue when you actually do spawn though, the prox would (I think) activate before you do spawn, then trigger a different checkpoint. I don't know if that would teleport you to an alternative location or if you'd still get through, or if it might block other people spawning etc. An alternative idea, I was actually considering, is having the offscreen checkpoint continually pinged at a very fast rate except when I want respawn to happen. The issue here (and admittedly this is me being very picky) is that you'll get the checkpoint activation noise and the ring flashing up then going off is a bit of a glitchy behaviour.

I think I may have thought my way to a solution, using my typical method of turning limitations into features. If I can't prevent the player from going back and re-activating the checkpoint, then I'll build in a system where it can be activated in a more elegent manner. So rather than respawn being only once everyone is dead, I'm hopefully going to have the ability to go back and collect your comrades, which is going to require a big mess of extra logic, which could have bee avoided if switch-activated checkpoints worked in a manner consistent with the rest of the game Also, if it could have been avoided if I were less fussy
2010-06-25 13:05:00

Author:
rtm223
Posts: 6497


Loads of stuff no one cares about

JUST GO AND CREATE SOMETHING FFS.

Building something...publishing it...and then answering questions if someone asks is a trusted formula, you should try it Telling us beforehand just means you spend more time typing than building. Which results in a portfolio of 1 level

If you need a producer to sort you out a schedule and keep you on track my rates are quite reasonable. It seems my previous thoughts (post 4) (https://lbpcentral.lbp-hub.com/index.php?t=22359-Industrial-Assistance-2) on your schedule were actually quite accurate

(Don't reply...spend the time that you would have used to reply building something that we will all actually see!!!)
2010-06-25 13:15:00

Author:
jackofcourse
Posts: 1494


Those of us that live in the real world can't make levels at work

*shakes fist at jack*
2010-06-25 13:16:00

Author:
rtm223
Posts: 6497


How would it work when everyone has died and no checkpoint is active? Surely the level would just end, no? Pllleeeaaassseee tell me im not wrong! xD2010-06-25 13:19:00

Author:
moleynator
Posts: 2914


How would it work when everyone has died and no checkpoint is active? Surely the level would just end, no? Pllleeeaaassseee tell me im not wrong! xD

When everyone dies, you can detect that using a network of proximity switches that will re-activate the checkpoint of choice, and this can be done before that level end thing comes up.
2010-06-25 13:31:00

Author:
rtm223
Posts: 6497


Oh right... It needs to be pretty quick then? Im sure you can do it easily enough. I should probably stop posting in this thread now seeing as I am not helping. 2010-06-25 13:38:00

Author:
moleynator
Posts: 2914


You can't just make a sensor switch that has the radius of the checkpoint activation, and invert it so that it deactivates when in radius of normal activation? Of course, with what it seems like your making, it would be more complicated than that, but that's just my silly quick solution of the day.2010-06-25 15:44:00

Author:
warlord_evil
Posts: 4193


You can just put the checkpoint on the middle layer, hide it with a thin layer on a piston, and activate that piston to go up (so that sackboy can get out) via a searchlight on the middle layer... If you get my drift.

I mean, if you have sackboy on the first front thick layer, and a checkpoint behind him that is blocked by a thin/ theck layer, there should be no way to activate it by passing by it. However, when you pull/stand/activate a switch, the checkpoint is activated, and the next time you die, you spawn in the middle layer. Searchlight activates in that layer, and thin layer on a piston goes up, so that sackboy can move forward a layer. When he has moved forward a layer, the thin layer door goes down. I think of it like a one way door (trapdoor).

If that's NOT what you're talking about, then...
Oh. Just read your first post. It sounded like a good idea, but oh well. Guess you could put a fake checkpoint on top of the door...? XD

Of course, you could make the door invisible, thereby allowing sackboy to see where the checkpoint is. Just better point out you cant activate it by running past it.
2010-06-25 17:03:00

Author:
Richasackboy
Posts: 619


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