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#1

Checkpoint trigger radius

Archive: 8 posts


I reckon this would be pretty helpful, for example, if your checkpoint was a little to high?
Comments appreciated.
2010-11-14 19:18:00

Author:
AA_BATTERY
Posts: 1117


You can use a player sensor, wired into the checkpoint to activate it from a wider radius.2010-11-14 19:53:00

Author:
rtm223
Posts: 6497


You can use a player sensor, wired into the checkpoint to activate it from a wider radius.

I believe it's called a proximity sensor. Also, it needs to be set to on/off or one-shot.
2010-11-14 19:56:00

Author:
iBubek
Posts: 682


I reckon this would be pretty helpful, for example, if your checkpoint was a little to high?
Comments appreciated.


You can use a player sensor, wired into the checkpoint to activate it from a wider radius.

Actually, THAT is exactly why they added the ability to be able to wire switches to CPs to begin with, no?


I believe it's called a proximity sensor.
In LBP1 they are...
They're called player sensors on LBP2, (at least BETA) and since this is LBP2 speculations and suggestions, its rather appropiate, actually.
2010-11-14 20:29:00

Author:
Silverleon
Posts: 6707


Oh really? Well thats good

You can lock now if you want to mods...
2010-11-15 09:13:00

Author:
AA_BATTERY
Posts: 1117


i think they actually made the radius of checkpoints (the automatic one i mean) a bit bigger, it feels to me like i have been triggering them from just a bit further out than i would have in LBP12010-11-17 18:30:00

Author:
Skalio-
Posts: 920


Can you connect stuff to regular checkpoints, or only to endless-lives ones ?2010-11-19 21:10:00

Author:
Unknown User


You can connect switches to any kind of checkpoint.

One improvement would have the option to have the "checkpoint activation sound" on sensor switches.
2010-11-20 03:36:00

Author:
midnight_heist
Posts: 2513


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