#1
Sackbot Checkpoints
Archive: 8 posts
This may have been asked before but... how do I make a sackbot checkpoint? I'm trying to make one but I cant think of anything ![]() | 2011-02-04 23:42:00 Author: Unknown User ![]() |
The most simple way would just be to attach an emitter and a proximity switch to the checkpoint, and set the emitter to one shot and have it emit the sackbot. | 2011-02-04 23:48:00 Author: Blue Helmet ![]() Posts: 306 |
Simples. Add a Tag into the PC Sackbot (I label it PC) Then create an Inverted Tag sensor that covers the entire playing field and connect it to an emitter that will spawn a new Bot ![]() It's supposed to work like a normal checkpoint where you have to pass through it to activate it. AND gates & a Selector. Each time you pass a sensor on the Checkpoint, it'll activate that selector Output (= the Current checkpoint active) which leads into the AND switch - with the Large Inverted Tag Sensor also connected to it. Those will lead to teh Emitter ![]() | 2011-02-04 23:49:00 Author: Nurolight ![]() Posts: 918 |
I was wondering the same thing... then I came across this video! http://www.youtube.com/watch?v=Y_YW2qsoxEg SilverScorp has some other amazing tutorials for LBP2 too! Hope that helps bud ![]() EDIT: Double sniped ![]() | 2011-02-04 23:50:00 Author: chinook3 ![]() Posts: 453 |
this gets complicated when each sackbot emitted, must have a unique tag inside it. | 2011-02-05 02:13:00 Author: sellfcon ![]() Posts: 79 |
I've encountered another problem. I got the checkpoint working right. But when I play it with two players what happens is that the second players sackbot spawns twice after he dies ![]() | 2011-02-05 14:57:00 Author: Unknown User ![]() |
I've encountered another problem. I got the checkpoint working right. But when I play it with two players what happens is that the second players sackbot spawns twice after he dies ![]() One good (But crazy) idea is to make the checkpoint follow you. Attach a unique tag so it dosen't go haywire. Now when your sackbot dies, that certain player would appear. (This is not recommended. If your level has lots of bumps and obstacles, then this is not a good candidate) I also have one other alternative in mind. Just make a contraption that allows you to select how many players there are and go on from there. | 2011-02-05 15:05:00 Author: FEAR ![]() Posts: 337 |
I have made sackbot checkpoint that works with four players. http://lbp.me/v/xejgwe It works nearly same way as Tommy wrote but instead of AND gate I used microchip. | 2011-02-05 15:53:00 Author: waD_Delma ![]() Posts: 282 |
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