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[Bug] Proximity / Sensor Switches when controller is switched off

Archive: 6 posts


It turns out that when a sackperson is removed from play, due to their controller being switched off, and there are no other players in the game, the sensor switches do not detect them as being gone.

If there is a second player then the switch will detect the first player gone when their controller goes off, so it's going to be rare this can be exploited in any way, but it's clearly a bug nonetheless. It would seem that if no controllers are on then no updates get made to sensor switches, or something.
2010-07-08 21:40:00

Author:
rtm223
Posts: 6497


In addition, if you turn your controller back on, the sensor switches do not update until sackboy is physically somewhere else. That may seem like a "yeah, no duh" kind of comment, but it actually renders my level unfinishable if your controller manages to die.

What happens is that sackboy is able to trigger sensor switches a few moments before he completely respawns (following death). I've been using this idea to hide checkpoints (most notably in my latest level) which will "pop out" when sackboy is spawning. What happens, however, when a controller dies is that the checkpoint never pops out and sackboy never spawns. Sorry to anyone this has happened to.

I presume these two things are related somehow.

...point is. They update as soon as sackboy has another "position" in the level. Unfortunately, "death" occurs when a controller dies, so this position will be wherever they spawn.

I think the issue exists even if there is more than one player in game... at least for the problems I was having.
2010-07-08 21:49:00

Author:
comphermc
Posts: 5338


I think the camera is designed to freeze on the spot whenever sackboy dies, so you can see the animation, before zooming to the last activated checkpoint. But I guess sackboy disappearing instantaneously through turning the controller off works in the same way... That would explain it!

At least it's not really an annoying bug, as the camera will zoom straight back to the checkpoint when you turn the controller back on!

EDIT:
I've been using this idea to hide checkpoints (most notably in my latest level) which will "pop out" when sackboy is spawning. What happens, however, when a controller dies is that the checkpoint never pops out and sackboy never spawns. Sorry to anyone this has happened to.


I've collected a checkpoint that's been placed in the very front layer, so it cannot be seen, yet you spawn from it just like you would with a normal checkpoint. This is really useful if you don't want the player to see where you're coming from!
2010-07-08 21:50:00

Author:
Weretigr
Posts: 2105


At least it's not really an annoying bug, as the camera will zoom straight back to the checkpoint when you turn the controller back on!

This is exactly why it's causing me problem
2010-07-08 22:16:00

Author:
rtm223
Posts: 6497


This is exactly why it's causing me problem

Oh I see now! XD

I've had a similar problem come to think of it...
2010-07-08 22:20:00

Author:
Weretigr
Posts: 2105


I'm not sure I follow exactly what you're saying, Comph, but somehow it's bad that the sensors don't de-trigger. So now I'm wondering: do all sensors in the level behave as if sackboy is still standing where he was, or do they just refuse to detrigger? Like, if another sensor was brought into range after he disappeared, would it trigger? If one of the already triggered ones was moved, would it de-trigger?2010-07-09 00:15:00

Author:
Sehven
Posts: 2188


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