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Deathless teleports in LBP2

Archive: 13 posts


There have been a lot of complaints that there is no deathless teleport option in LBP2. However, there is a way to accomplish it. The setup below achieves this.


http://www.lbpcentral.com/forums/attachment.php?attachmentid=26708

The player sensors are inverted. They check for the player's presence at one teleport. They are feeding a constant "Eject Player" signal to the opposite controllinator, whose radius encompasses the opposite teleport. Therefore, when the player hops onto one teleport, the Eject Player signal disappears, and the opposite controllinator becomes active. The player simply presses triangle to warp to the other controllinator.

Obviously, by doing so, the player sensor reactivates, ejecting the player as soon as they spawn at the other teleport.

Video tutorial for this by Shadowriver:

http://www.youtube.com/watch?v=k0OBYKZWMnc

Hope this settles a few worries about deathless teleporting. Huge thanks to Nuclearfish for a very illuminating LBP2 beta level in which this technique was first explored, and to Shadowriver for further developing with his video. Enjoy!
2010-11-22 06:58:00

Author:
Holguin86
Posts: 875


Timely post - Vortex, Jww and I were just trying to figure this out. lol Thanks!2010-11-22 07:30:00

Author:
Morgana25
Posts: 5983


Excellent! I will need this for sure 2010-11-22 07:34:00

Author:
RangerZero
Posts: 3901


Sounds more confusing than it looks. Would you be able to get a video of this in action if possible?2010-11-22 08:57:00

Author:
Matimoo
Posts: 1027


Does the camera pan or cut to the new location? Panning cameras look very bad when teleporting.2010-11-22 08:59:00

Author:
thor
Posts: 388


Sounds more confusing than it looks. Would you be able to get a video of this in action if possible?

I might do it i was planing to do some videos but i was not sure what to show ;]
2010-11-22 11:45:00

Author:
Shadowriver
Posts: 3991


Doesn't the auto-enter thing only work once... Or at least you have to leave the radius of the controlinator and return to reactivate it? Or does the eject player input reset that?2010-11-22 12:21:00

Author:
rtm223
Posts: 6497


Does the camera pan or cut to the new location? Panning cameras look very bad when teleporting.

In the version that we were playing with, the camera cuts very abruptly.


Doesn't the auto-enter thing only work once... Or at least you have to leave the radius of the controlinator and return to reactivate it? Or does the eject player input reset that?

It must be getting reset, because we were able to repeat ad-nauseum.

We were attempting to reverse engineer the community object microchip that's given away in this level:

Usefull Microchips (http://beta.lbp.me/v/9vdk) By SingEagle

Once wired to any switch, it will teleport all active players and any sackbots (set to allow use of controllinators). It's very effective, but the logic is hidden in the chip (it's really just an emitter). The advice about sackbots plus the sound and animation produced lead us to the conclusion that it was to do with controllinators. But there are still questions in my mind (such as, how does it do all players, and how is it made invisible and/or destroyed after ejection)?

It's pretty cool though. I'm already using it in a level I'm working on.
2010-11-22 12:22:00

Author:
v0rtex
Posts: 1878


Doesn't the auto-enter thing only work once... Or at least you have to leave the radius of the controlinator and return to reactivate it? Or does the eject player input reset that?

The way I did it, you have to manually enter the controllinator by pressing triangle, so auto-enter is irrelevant in this case. And it resets instantaneously, so you can press triangle at once to warp straight back.
2010-11-22 13:17:00

Author:
Holguin86
Posts: 875


Once wired to any switch, it will teleport all active players and any sackbots (set to allow use of controllinators). It's very effective, but the logic is hidden in the chip (it's really just an emitter). The advice about sackbots plus the sound and animation produced lead us to the conclusion that it was to do with controllinators. But there are still questions in my mind (such as, how does it do all players, and how is it made invisible and/or destroyed after ejection)?

It's pretty cool though. I'm already using it in a level I'm working on.

Emits 4 contaminator with auto mount, eject once player mounted (power plugged to eject), destroys after everything is done (emit life time would do the job here, since there no way for delay here) or its on invisible holo with turn off visibility (witch 2nd thing wastes thermo)
2010-11-22 13:24:00

Author:
Shadowriver
Posts: 3991


(bumping post)

So here my video tutorial:


http://www.youtube.com/watch?v=k0OBYKZWMnc
http://www.youtube.com/watch?v=k0OBYKZWMnc

IF you don't see anything it mean is still processing
2010-11-22 16:25:00

Author:
Shadowriver
Posts: 3991


Ah much better than my technique of emitting a DCS on auto enter, then quickly destroying it after, thanks !!
Also a wierd bug i noticed while using this in one of my levels with a sackbot, sometimes when the sackbot exits the controllinator he cant move to every layer, this might be that he can only use the back two and not the front or the other way around - reported so hopefully it will be fixed
2010-11-22 17:19:00

Author:
Skalio-
Posts: 920


Interesting...I was working on developing a similar concept a few nights ago, but I didn't quite nail it.

Anyhow, very useful to know - thanks for posting this Hol.
2010-11-22 19:22:00

Author:
Ungreth
Posts: 2130


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