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How to make an object controlled by controlinator respawn ?
Archive: 4 posts
Hi everyone, First of all, please excuse me for my English, I'm francophone. I had an idea for a versus game where up to 4 players control their vehicle and shot the other to kill them and earn point, but I just can't find a way of making it working properly. What I would want is that after being touched by a projectile, the vehicle loses life (20% of his life for example - but that's not the problem, I can easily do this) and when his life hits 0, the vehicle expodes before respawning to a certain spot amongst 5 others after like 2 or 3 seconds, getting all his life back and all his ammos. Eventually, it would be great if the player could choose his spot so he does not reappear directly beside a foe. So, if someone knows a way to do this or, even better, has a link to a tutorial explaining it all with pictures or a video, I would be grateful. Thanks in advance ! | 2011-01-25 23:12:00 Author: Unknown User |
I had a similar issue. Here's what I did to fix it. I decided that for my level, it was acceptable to have the player himself choose when to spawn. I used: Transmitting Controlinator Receiving Controlinator Emitter Object (For you, vehicle). Once you've built your vehicle with all the tags/switches it needs (And the Receiving Controlinator), capture it to save it as an object. Create an Emitter set to emit that vehicle, and have the emitter activated by pushing a button on the controlinator. Conversely, you could use a tag sensor in the middle of your level & invert the output so that the Emitter is ACTIVATED when the sensor can no longer detect your car (Because it exploded). I had trouble with that second solution, as it was kinda hit or miss for me and sometimes the emitter wouldn't activate. So I settled on "Press Triangle for New Pacman." _____ EDIT: Here's my crazy idea for allowing the player to pick his position. This idea might be WAY overthinking it, but it's off the top of my head: 1. Edit your level so that when the car explodes, an emitter is activated 2. This Emitter #1 should Emit an object with a new Receiving Controlinator matched to the player's Controlinator. The "object" at this stage will be your Spawn Point Center. Also attached to this object will be ANOTHER Emitter #2. 3. Emitter #2 should be set to emit the vehicle when your player picks his location (Which he will do if theres a controlinator on this object; it will also need a mover) 4. When the player presses X to choose a point, the wiring should also destroy the object from Emitter #1 (Spawn Point Sensor) As long as all the Controlinator's along the way are matched, i THINK this would work. But I can't be sure. I'm kinda tired haha. | 2011-01-26 01:46:00 Author: bigkurz8 Posts: 60 |
I had a similar issue. Here's what I did to fix it. I decided that for my level, it was acceptable to have the player himself choose when to spawn. I used: Transmitting Controlinator Receiving Controlinator Emitter Object (For you, vehicle). Once you've built your vehicle with all the tags/switches it needs (And the Receiving Controlinator), capture it to save it as an object. Create an Emitter set to emit that vehicle, and have the emitter activated by pushing a button on the controlinator. Conversely, you could use a tag sensor in the middle of your level & invert the output so that the Emitter is ACTIVATED when the sensor can no longer detect your car (Because it exploded). I had trouble with that second solution, as it was kinda hit or miss for me and sometimes the emitter wouldn't activate. So I settled on "Press Triangle for New Pacman." _____ EDIT: Here's my crazy idea for allowing the player to pick his position. This idea might be WAY overthinking it, but it's off the top of my head: 1. Edit your level so that when the car explodes, an emitter is activated 2. This Emitter #1 should Emit an object with a new Receiving Controlinator matched to the player's Controlinator. The "object" at this stage will be your Spawn Point Center. Also attached to this object will be ANOTHER Emitter #2. 3. Emitter #2 should be set to emit the vehicle when your player picks his location (Which he will do if theres a controlinator on this object; it will also need a mover) 4. When the player presses X to choose a point, the wiring should also destroy the object from Emitter #1 (Spawn Point Sensor) As long as all the Controlinator's along the way are matched, i THINK this would work. But I can't be sure. I'm kinda tired haha. Thanks for the tips, I'll try to see if it works when I have time. But, what do you mean by "Transmitting" and "Receiving" Controlinators ? | 2011-01-26 14:45:00 Author: Unknown User |
But, what do you mean by "Transmitting" and "Receiving" Controlinators ? If the object you are controller (car wasn't it?) is not a sackbot, then this is not relevant. Receiving and transmitting has to do with wether you're controlling the object remotely, or if you're sitting on it. | 2011-01-26 15:43:00 Author: TjoxYorro Posts: 220 |
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