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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 LBP1 | 2010-11-17 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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