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#1

Simple Deathless Teleporters

Archive: 43 posts


One good thing about LBP2 is that there is a newer and more preferable method of teleportation rather than triggering another checkpoint and killing the player. This new method is more flexible and allows you to ace the level.

Place a small block of Holograghic Material, set it to 0% brightness and place a Direct Control Seat on it. Set the seat's trigger range to 5000.0, and set the "force player inside" setting to true. Inside the DCS circuit, grab the DCS's active input (located near where the PS button would be) and hook it to the device outside itself (eject players).

Capture the holograhic material with the DCS and delete it from the map. Make an emitter and set it to emit the holographic material with the DCS. Set the lifetime to 0.1s and max emitted at once to 1. Place a button and hook it to the emitter.

If you did it right, the player will be teleported to the emitter's target when he/she presses the button.

I have an example level using this tecnique, using a two-way door, if anyone's intrested.

EDIT: This method only works for single player!
2011-01-23 23:07:00

Author:
Beed28
Posts: 200


I haven't upgraded to LBP2's logic yet, but how would it work for multiple players?2011-01-23 23:10:00

Author:
gdn001
Posts: 5891


Yeah the only thing that remains is the multiple people problem. If that can be done, then this will be so amazing.2011-01-23 23:35:00

Author:
QuAcKeRz12
Posts: 176


I had been wondering how to do this, single player teleport, and that's a clever cheat! Thanks!2011-01-23 23:44:00

Author:
Shifty Geezer
Posts: 131


Nifty!

It shouldn't be so hard to make it multiplayer accessible..
I'm going to bed now but I have an idea, that i will try out tomorrow!
2011-01-24 00:46:00

Author:
Tamland
Posts: 106


I would guess that you would just have to emit 4 of these controllinator teleporters at once for multiplayer. Although, I don't really have the proof that this works. Just an idea!2011-01-24 00:50:00

Author:
crazymario
Posts: 657


Nifty!

It shouldn't be so hard to make it multiplayer accessible..
I'm going to bed now but I have an idea, that i will try out tomorrow!

If you figure out how to Do multiple people please tell us!
2011-01-24 00:50:00

Author:
QuAcKeRz12
Posts: 176


does this work for sackbots?2011-01-24 01:48:00

Author:
wait wtf
Posts: 853


....I don't see why not, as long as their controlinator box is checked 2011-01-24 01:51:00

Author:
Littlebigdude805
Posts: 1924


does this work for sackbots?

If you set the sackbot so that it can use controllinators, it should work.

Sniped.
2011-01-24 01:52:00

Author:
crazymario
Posts: 657


I know how to teleport more than one person at a time! Just place four of the controlinators on the hologram, that should do the trick!2011-01-24 08:38:00

Author:
Super_Clone
Posts: 849


Hi again! I have now experimented a bit with this idea and have come up with a solution.

Check out the demo level that I've just published.
http://lbp.me/v/wykrw6
PSN: Tamland
Level: Deathless teleport, 4 player support. Demo - Copyable
lbp.me: http://lbp.me/v/wykrw6

You could get away with just adding four controllinators but I had some bugs where if I'm only one player teleporting I would have to loop through all the four controllinators before I land safely on the ground. I solved this by adding some logic where I'm using sensors to 'lock' the controllinators that aren't needed.
I also added support for Sackbot teleporting and in the level you can spawn the remaining Sackbots needed to fill the 4 Sackboy/girl/bot teleport. The only requirement on the Sackbots is that you add a green tag with the label "Friend". And everything should work just fine!

Check it out and tell me if you find any bugs or something that needs to be added.
And it's copyable so you can copy it to your own moon and play around with the transporter.

Cheers!
2011-01-24 15:40:00

Author:
Tamland
Posts: 106


Well, I there is an easier way. Create an hologram block, make it invisible and put an invisible controllinator on it (not on its face, over it, it looks better). Create your teleporter block and put the hologram through it, so the player will only see his Sackboy dissapear when he presses triangle. Then, add a follow mover on the hologram and a key to the place where you want to go. Activate the follower only when the player is inside the controllinator. You can even change the lighting while you teleport. Make the player fall of when he arrives near the key and voil? ! You can even make it dissapear after the player is out, and make it emmit another one when the player enters, so your not obliged to put a checkpoint right after the teleporter. For multiplayer, just put more than one controllinator and put a sackboy detector that only works when all players are inside the teleporting zone.

EDIT : Yeah, forgot to mention, you must make the follower's radio very big, and give a name to the key and follower
2011-01-30 02:59:00

Author:
Unknown User


Any way to replace the controllinator exit sound effect?2011-02-07 06:19:00

Author:
midnight_heist
Posts: 2513


try hooking up a NOT gate to the controllinator output, then the NOT gate output to the sound you want, it won't replace the controllinator sound but it might mask it. Also i haven't tried this, just seems like it might work.2011-02-07 06:28:00

Author:
Merc
Posts: 2135


I hadn't thought of emmiting the controlinators... awsome. much better than feeding sitting controllinators an OFF signal when you don't need em.

This might be the elegant solution for my existing 4p teleport getting spazzy for a single player.... I hope.
2011-02-13 04:31:00

Author:
Unknown User


There should be that ''Only player 1-4 can enter'' thing shouldn't there?2011-02-13 06:33:00

Author:
FreeAim
Posts: 2462


Well, at any rate, the emitter solution wasn't workin out too hot for me, (for reasons particular to the level) and the previous way (with a switch inverted, pressed for teleporting) works well now... I'm not sure what I did, but the ole setup's working dandy now. Anyway, I'm one song away from finishing the level, and publishing.. and checking to see how much of my text got senselessly censored.2011-02-13 23:34:00

Author:
Unknown User


Well, with this awesome method, you could create a pretty neat 2-way door effect.

A friend showed me how to make buttons on a controllinator activate when you're not it in, so combine that with this and VOILA! - 2 way doors. I think.
2011-02-23 07:30:00

Author:
mutant_red_peas
Posts: 516


Some one made it last year in BETA, here. (http://www.youtube.com/watch?v=k0OBYKZWMnc)2011-02-23 07:35:00

Author:
Devious_Oatmeal
Posts: 1799


Oooo this is exactly what I needed! Thanks! tho, still wonder how I can get away with it during a cutscene.. hm..2011-03-03 04:49:00

Author:
Cheezy WEAPON
Posts: 283


I recently made a controlinator type teleport system. It works with 1-4 players and the logic is real simple. I've already installed it in a level and tested it...it works instantly and consistently. If anybody here wants a copy, feel free to message me and I'll send one out to you.2011-03-03 15:00:00

Author:
Ungreth
Posts: 2130


I sure need one, im still killing players to teleport them lol =(2011-03-03 19:25:00

Author:
Bloo_boy
Posts: 1019


Actually, hadn't read the whole thing on the first post, but I found the method. Let me explain.

Make just what he said in the first post. Capture it, set the emmiter, blah blah. Then make a microchip with 4 player sensor on them, each set to max radius. Each detector has a different number of players, the ALL PLAYERS box set to NO. Place 4 AND gates next to them. Hook each sensor to one input of its corresponding AND gate. Place a second microchip outside of this one. Place a battery on it, and hook it to a random place on the first microchip. Delete the microchip with the battery. Now You created an input for the chip ! Hook it as the second input of every AND gate. It should look like this.
http://ib.lbp.me/img/ft/26b4991c66f425413f538566ae1977915d348ba9.jpg
PS : I like lbp.me since there is no need to export a picture to the PS3, then quit LBP to put it on a usb key, then put it on the PC, then put it on imageshack, then put it here. Just send it to the community. Done !

Now you'll want to put the holoblock emitter made with the tutorial on the first post of this subject on this microchip, but 4 times ! Hook each AND gate to an emitter. Now here are some bonus things to do for this to be perfect.

--> Put a global sound tweaker on the microchip. Hook the chip's input (drag the triangle of light on the left side of the chip) to it. Set the sound tweaker to your level's global settings, but set the sound fx to 0%. Add a one second timer on the chip and hook the chip's input to it, set it to start counting. Link its output to its reset input and to a second sound tweaker set to bring sound fx back. Now when you activate the microchip, there won't be this ugly DCS sound. The only thing is that you won't hear any other sound fx while doing this, so if you still have some LBP1 homemade music, it will stop for a second, with any effects such as thunder. I think you have to set a transition delay for sound tweakers, set it to 0. If you want to make a sound for teleport, make it with a music sequencer with only one note, or make it play before activating the chip.

--> If a player is already in a DCS, it won't work. If only one player is on a DCS, it will work only for the other players, killing them (because they leave game screen, unless you play a VS level). To make sure it never does, test to see if there is any DCS active. Just set each AND gate in our microchip to 3 inputs, and add a magnetic key detector set to max range. Connect it to the AND gates. Place a key with the same label on the DCS's in your level and hook the ACTIVE output (where there sould be the PS button on the controller) to the magnetic key. Now it won't work if there is a player in this DCS. Do this for every DCS's. If you control sackbots in your level with the player on a DCS on a holo block following the bot, you can make the bot enter the DCS. Just be carefull, every bot with the DCS option set to yes will try to enter the teleporter, even if no player is controling it. Just make sure to give the sackbot a behavior set to use DCS and one set not to use them, activating them depending on if the player is controling the bot or not. If you want to do this trick, don't use the magnetic key trick I just explained on the DCS's that control sackbots. It still works because player sensors activate even if the player is on a DCS !

--> You might want it to work only if all players are inside a teleporter. Just place a player sensor in your teleporter. Set it to ALL PLAYERS. Now when all players are inside the zone, it will teleport the team. I don't know it player sensors set to ALL PLAYERS works if a player is dead, you should test it or place a checkpoint before teleporting.
2011-03-12 01:52:00

Author:
Unknown User


I guess I should have started by reading this thread, but I just made one of these from scratch last night. It's very reliable and I solved the multi-player issue by just putting multiple DCS on the same holo. I made a level to demonstrate and to give away the teleporter system. I spent a lot of time tweaking the timers so that it reliably loads the players and also stops their momentum before ejecting at the destination.

If you have any ideas for making it better, please let me know over on the level thread:
https://lbpcentral.lbp-hub.com/index.php?t=52880-Multi-player-Deathless-Teleporter-Demonstration&p=805149
2011-03-14 17:36:00

Author:
Unknown User


--> Put a global sound tweaker on the microchip. Hook the chip's input (drag the triangle of light on the left side of the chip) to it. Set the sound tweaker to your level's global settings, but set the sound fx to 0%. Add a one second timer on the chip and hook the chip's input to it, set it to start counting. Link its output to its reset input and to a second sound tweaker set to bring sound fx back. Now when you activate the microchip, there won't be this ugly DCS sound. The only thing is that you won't hear any other sound fx while doing this, so if you still have some LBP1 homemade music, it will stop for a second, with any effects such as thunder. I think you have to set a transition delay for sound tweakers, set it to 0. If you want to make a sound for teleport, make it with a music sequencer with only one note, or make it play before activating the chip.



Dam you. I saw this, with people saying about getting rid off the exit sound fx. And thought of doing this exactly Aha Dam you
2011-03-14 18:06:00

Author:
Bang126
Posts: 157


I also use this trick so people don't hear the level start door open when there is a movie sequence at the start of a level 2011-03-15 01:33:00

Author:
Unknown User


I also use this trick so people don't hear the level start door open when there is a movie sequence at the start of a level
Really? for my movies i tend to have a pre-activated switch [Such as a Tag Sensor] Which is linked to a movie sequencer. So the player doesn't spawn till i say so . Also, anyone wanting this soundless controlinator, i've made a quick give away. Heres's teh LBP.me link... (http://lbp.me/v/yyw311)
However, I have just realized, this will teleport with no Sound Fx at all. Which means no cool timewarp sounds! :o [Just Guessing, not at PS3 currently]
2011-03-15 16:55:00

Author:
Bang126
Posts: 157


This is a great little piece of engineering. I have been looking for a way to move players around my level without killing them. Between Beed28's and Tamland's posts I have added this technology to my current level i am designing. I will be sure to give you both credit when i publish my level in the future. Thank you for making the technology copyable in your tutorial levels as it helped me understand it better then just reading about it. Look forward to seeing what else people come up with that will make my levels even more creative.

Thanks Again,
Slopzilla
2011-03-19 20:29:00

Author:
Unknown User


Hum, tested my teleporter with many players and it didn't work (the controllinator would break too fast)
I modified it, and now it doesn't work at all... I don't know what I did, but I'll just go play the level where I found the idea (yeah, I didn't get the idea myself, I just saw it made with a DCS set to max radius and thought WOW, so I made one, but I know they give you one free. I just prefer to use ONLY and ONLY my objects, so every logic I find, I do it again to see if I understand how it works, and if I don't too bad, I won't use it.
2011-03-26 21:52:00

Author:
Unknown User


i found out what lagged. set the emitters to 0.1 lifespan, but on the emitted holoblocks, hook the active output to a sequencer with a battery on it. hook the battery to the eject input. set the sequencer to more than 0.2 s by section. this makes sure it works correctly. search "creator toolkit" or something alike for this, as well as tons of things. i'll send the creator a version with sackbot teleport enabled and mute function this weekend. i have 10 000 ideas for puzzles with this...2011-04-13 03:56:00

Author:
Unknown User


i found out what lagged. set the emitters to 0.1 lifespan, but on the emitted holoblocks, hook the active output to a sequencer with a battery on it. hook the battery to the eject input. set the sequencer to more than 0.2 s by section. this makes sure it works correctly. search "creator toolkit" or something alike for this, as well as tons of things. i'll send the creator a version with sackbot teleport enabled and mute function this weekend. i have 10 000 ideas for puzzles with this...
Oh, that sounds very nice indeed! I'll put it high in priority on my list of things to include in the Creator's Toolkit when i'm done with all the things I have to do these 3 or so weeks.
2011-04-13 14:59:00

Author:
robbit10
Posts: 450


You know, I just looked at the teleporter from the toolkit to find what lagged in mine... But the mute is usefull. And to make it work with bots, you need a tag on bots and tag detectors instead of player sensors.2011-04-16 20:42:00

Author:
Unknown User


I would guess that you would just have to emit 4 of these controllinator teleporters at once for multiplayer. Although, I don't really have the proof that this works. Just an idea!

That's how I do it, but you can also do it another way using 4x player sensor logic to only emit the number seats for the number of players detected.
2011-04-17 09:48:00

Author:
hungryhippo
Posts: 76


That's how I do it, but you can also do it another way using 4x player sensor logic to only emit the number seats for the number of players detected.

This is what I were talking about, but who reads every page of a subject...
2011-04-18 01:11:00

Author:
Unknown User


I made a video tutorial about teleporter like this.

Here is the tutorial video:

http://www.youtube.com/watch?v=17ebVzKDvI4

I have more tutorials on my channel. Check it out if you are interested.
2011-04-18 22:10:00

Author:
ScorpSkull
Posts: 92


One good thing about LBP2 is that there is a newer and more preferable method of teleportation rather than triggering another checkpoint and killing the player. This new method is more flexible and allows you to ace the level.
EDIT: This method only works for single player!

Direct Control Seat?
2011-04-18 22:33:00

Author:
Unknown User


Direct Control Seat?

That's what the controlinator was called in the beta (and no, I wasn't in the beta...)
2011-04-20 19:29:00

Author:
Unknown User


Wow, I didn't know we could tweak many gadgets at once !2011-04-26 01:15:00

Author:
Unknown User


have a wireless two-way teleporter that can be used multiple times, over and over, if anyone would like me to post pics. I was trying to make objects from Team Fortress 2 and got the teleporters down pat, you can use them over and over and they dont kill you! If anyone is interested in an explanation I can provide one. Best part about it is it will only teleport the player standing inside the teleporter, meaning you can have multiple people on the map and it won't simply grab the one nearest the destination as most methods will.2011-04-26 05:35:00

Author:
the Ion Pulsar
Posts: 172


Hmm, if it doesn't kill the player I guess it uses a hologram block with a dcs on it. It appears, auto-grabs the player inside the teleporter, then moves to the other teleporter using followers. Easy, but you need a global follower and logic to know how many DCS you must emmit.2011-04-27 00:57:00

Author:
Unknown User


Correct you are, pivot. And you can just have it emit one, then the next player hops in, then the next. If its a versus level or the entrance and exit arent too far apart, it works. Alternately, it can emit a block with four controlinators on it that grab all the players on the screen then deposit them at their destination.2011-04-27 02:47:00

Author:
the Ion Pulsar
Posts: 172


or count the number of players inside teleporter and create the correct amount of holoblocks. The problem is the camera. If you teleport players on a long distance, the camera won't follow them, unless they all go at the same place.

(PS : I like the YODA style in "correct, you are")
2011-05-02 02:45:00

Author:
Unknown User


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