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4 Player Teleportation Anywhere Without Death Or Sackbots

Archive: 9 posts


I had an idea yesterday on how to do teleportation without any deaths using checkpoints or using sackbots.

I tried it out and it works like a dream. I made a 4 player version that when triggered all players in the level are instantly teleported to exactly that same place.

The teleporter is saved as a 1 thin small grid of invisible hologram. So it can be emited absolutely anywhere in the level and the players will go straight there no matter where they are in the level.

Don't know if anyone has done anything like this in the beta yet as I have to admit I ain't played many levels lol
Searched about on here too and can't find anything. So lets hope this is good news

Made a quick level today to show it working. For anyone that is in the beta and wants to try it, the level name is the title of this thread. Or just search @oooDORIENooo
2010-10-17 23:36:00

Author:
dorien
Posts: 2767


I'm confused, why will a thin piece of hologram cause all players to teleport to it? I don't have the beta so maybe I'm missing something. Interested in the concept though!2010-10-18 13:30:00

Author:
phife211
Posts: 62


I published a teleporter level a few weeks ago using emitted controllinators. Does this use the same technique or something different?2010-10-18 13:38:00

Author:
Nuclearfish
Posts: 927


I'm sorry, but I'd be a lot more interested if you explained it. I'll have a look while I'm waiting for v 1.01.2010-10-18 15:12:00

Author:
coyote_blue
Posts: 422


Lol yeah I feel a bit stupid now, it is emiting dcs with the radius set to maximum (5000 I think) and set to automatically enter.
I searched teleport on here and didn't find anything. But the day after I published the level and made the thread here, I done a text search on the beta of teleport and came up with loads of levels doing it lol can't belive I thought seeing as I couldn't find it here then no one had thought of it yet lol

Don't know how everyone else had don't it. But the object I made was on invisible hologram. I put 4 dcs on it vertically in a row. I put a destructor on it with a timer set to 0.01 so the object dissaperes. Then shrunk it all down to one thin grid square..

So you can attach any switch to an emitter and have it to one shot and it will teleport all 4 sackboys to where it's emitted imediatly no matter where they all are.
2010-10-19 12:26:00

Author:
dorien
Posts: 2767


I knew it ^^ imo your demo is more advance then nuclerfish's, so your effort is not a waste ;]2010-10-19 12:47:00

Author:
Shadowriver
Posts: 3991


I knew it ^^ imo your demo is more advance then nuclerfish's, so your effort is not a waste ;]

Yeah, indeed. Mine was just a quick proof of concept thing.

Really the ultimate teleporter would be to use this method to make a kind of holding area. So you have you teleporter, use the sequencer to have flashing lights and sounds etc, then emit the holographic to move the players to the holding area. After a couple of seconds have a movie camera, still at the starting location, transition to the finishing location. Then more lights and sounds and emit a new holographic to the end location. Could look really nice if done properly.
2010-10-19 14:30:00

Author:
Nuclearfish
Posts: 927


Ah, this just opened my eyes on how to work around an stubborn emiter only emitting anything on the middle thick layer! Levelsaver.

...I suppose there is no way of having a DCS only mountable for a specific player?
2010-10-20 18:25:00

Author:
Unknown User


Yea, or else you use sackbot with tags, but then destroy-emit is easier solution. It would be nice if all player sensors elements would be able to be set on specific specific, like costume coping now works. Less need of sackbots as a player actor then better for the game2010-10-20 19:50:00

Author:
Shadowriver
Posts: 3991


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