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~ Checkpoint Issues ~

Archive: 7 posts


I was hoping someone could help me with a checkpoint issue.

I am making a level and what I want is when the sack person walks into the room, a deadly gas will appear and kill everyone, but then you will respawn in a different place.

I'm not too sure how to make someone respawn at a different check point. Anybody have any tips?

(:
2010-08-31 03:22:00

Author:
Dazzle Eyes
Posts: 35


Have a proximity switch wired to the cheakpoint.2010-08-31 03:30:00

Author:
kiwidog
Posts: 72


Have a proximity switch wired to the cheakpoint.

So, all I have to do is wire the switch to the checkpoint and it will appear where I want it to?
2010-08-31 14:28:00

Author:
Dazzle Eyes
Posts: 35


So, all I have to do is wire the switch to the checkpoint and it will appear where I want it to?
All wiring a switch to a checkpoint does is activate it without a sackperson walking by it. So you could kill the player, and at that same time, activate the next checkpoint you want them to appear at.
2010-08-31 22:08:00

Author:
warlord_evil
Posts: 4193


All wiring a switch to a checkpoint does is activate it without a sackperson walking by it. So you could kill the player, and at that same time, activate the next checkpoint you want them to appear at.

Okay thank you so much! (:
2010-09-02 18:31:00

Author:
Dazzle Eyes
Posts: 35


All wiring a switch to a checkpoint does is activate it without a sackperson walking by it. So you could kill the player, and at that same time, activate the next checkpoint you want them to appear at.

One method of doing this would be the proximity switch, but if somebody dies right after and the checkpoint is on-screen, they will respawn. Another method would be to attach a mag key to the floor (ceiling/wall/etc) and a mag key to the gas. Then when the gas kills them, it also activates the checkpoint.
2010-09-02 21:47:00

Author:
tanrockstan34
Posts: 1076


to kill all players at the same time, disolve the section of your level with a wired up creature brain so they can fall into some gas.

if the proximity switch is set to 'one shot' it can destroy the creature brain (& everything it's attached to) , plus activate the desired checpoint, perfectly timed.

that method can also destroy unwanted checpoints at the same time. so i doesn't matter if a player activates the wrong checpoint.

the downside-- players are awarded a few points for doing nothing. but the fated death removes a couple of points anyway
2010-09-03 10:08:00

Author:
sellfcon
Posts: 79


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