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#1

Separate Checkpoint Spawn System For 2X!

Archive: 8 posts


Before I start this off, lemme just say that this is is a little trick to make 2 players spawn in separate areas in Co-Op levels. It's not for Entrance Checkpoints, and it can sometimes act up with 3-4 players, meaning you might want to add a manual way to switch areas.


Quick Intro...

This tutorial is to teach you how to make 2 separate spawn points, for 2 separate players in 2X Co-Op levels. I'll cover how to make it work, and some tips on making it work better. The method doesn't work 100% perfectly, and I could use some help trying to perfect it, but here's what I have so far.

What Happens?

How this works is, that the 2 players are already separated, most likely from an "Each Player Pulls A Lever" test. They run past the 2 checkpoints, but can not activate them by jumping. It activates a checkpoint way off-screen, and when a player dies, the other player is still alive, making the other player not spawn since the activated checkpoint is off-screen. An inverted sensor switch will activate the proper checkpoint, and they'll spawn.

The Basic Setup

Okay, the first thing you'll probably want to do is get the checkpoints prepared. I've embedded a diagram in the bottom of the post. (Click to enlarge) The diagram may be hard to understand, so I'll explain it.

Make sure the Checkpoints are too high up for the players to activate by touching, then place a sensor switch under each. You'll also want to make sure that there's a sensor switch just before those checkpoints. You'll also need to put a spare checkpoint waaay off the screen. Now, the logic you will need is: 2 AND gates, an OR gate, and a PERMANENT Switch.

Hook the sensor (C in the diagram) that's before the checkpoints up to the permanent switch, and hook the permanent switch up to one of the inputs in each AND gate. Now there's one empty input on each AND gate, so attach the sensors (A & B in the diagram) as one on each AND gate.

Now, hook both AND gates up into the OR gate, and the OR gate into the off-screen checkpoint. Now you're done with the "Deactivate all checkpoints" process.

The Easy-Or-Hard Part

Now for the easy part. Well, it could be hard, depending on how the level's set up. Have a sensor switch covering the whole area player one can go, and another one covering all of where player two can go. (It's much easier if they're on separate layers, and you use the MGS Searchlight.) Make both switches inverted, and attach them to the proper checkpoints. (The one in the area the sensor is covering.)

Diagram

http://i704.photobucket.com/albums/ww46/644Klaww/Checkpoints.png
Final Notes

This method is obviously not perfect, however, when I tested it, and both players died at the exact same time, they oddly spawned in separate checkpoints again. It is best to have a way to manually switch areas in case of an emergency break. If needed, I'll publish a demo level later.

Also, since I just typed this, I may have missed something, so if it doesn't work, just tell me.

And I couldn't find anything like this by searching, so don't eat me. This took about an hour to type.
2010-09-03 22:18:00

Author:
KlawwTheClown
Posts: 1106


Wow! You finally posted it! Good work! THis is one awesome idea, and it works fantastic! 2010-09-03 23:01:00

Author:
grayspence
Posts: 1990


Wow! You finally posted it! Good work! THis is one awesome idea, and it works fantastic!

Thanks.

But does following the exact steps on this thread work? I made my example first, and I typed by memory. Even though I do have a good memory...
2010-09-03 23:14:00

Author:
KlawwTheClown
Posts: 1106


Thanks.

But does following the exact steps on this thread work? I made my example first, and I typed by memory. Even though I do have a good memory...

Hmm... I wouldn't know if it worked because you still haven't made it for me!!!
Good tutorial! I would put the diagram in the OP and delete the attachment though. It would be easier to reference.
2010-09-04 01:33:00

Author:
tanrockstan34
Posts: 1076


Hmm... I wouldn't know if it worked because you still haven't made it for me!!!
Good tutorial! I would put the diagram in the OP and delete the attachment though. It would be easier to reference.

Updated.

I like how the diagram makes my post twice as long now... Maybe I should put it in a spoiler...

Also, it's still in my level. I deleted one wire, because it was auto-spawning me there once I leaped into play mode. I've just been creating offline... For a bit...
2010-09-04 01:49:00

Author:
KlawwTheClown
Posts: 1106


Ohh, interesting, kinda reminds me of Gilgamesh's extreme level CP. 2010-09-04 01:51:00

Author:
Silverleon
Posts: 6707


Yeah, turns out I got some of the wiring wrong, so I'm gonna just...

Rewrite the tutorial and publish a copyable demo level...

Ignore it for now, but I'll try updating the thread tomorrow. :blush:
2010-09-04 04:07:00

Author:
KlawwTheClown
Posts: 1106


can you make a youtube video please as a tutorial and send me the link.
i would love to be able to do this.
2010-11-16 19:52:00

Author:
Unknown User


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