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#1

A couple of noob questions

Archive: 16 posts


I'll start with the easy and banal questions:

1. How do I make a player appear at the score board after his death and not at the previous checkpoint?

2. How do I make a creature fire at the player, preferably with something other than fire, plasma or electricity? Something slimy for example, but still lethal.

3. I have noticed playing Story and Community levels some essential objects placed after the checkpoint, the objects without which it is not possible to venture further. And after the player's death, reappearing at the checkpoint, the object was already there waiting for him. How do people do that? I tried to create the same thing with the help of emitters, but they didn't work as I expected.

4. In what case a checkpoint can work improperly or not function at all? There was a place in my level where, no matter how or where I put it, the checkpoint would not activate in Play Mode. I just had to cut it out, but that is just not fair.

5. I have a following scheme: Player Sensor -> Microchip (Counter -> Mouth -> Mouth) -> Music Alter. For some reason the second mouth is not working at all, it is just skipped somehow. Why is that? I have already found a way to overcome it with the help of Gameplay Sequencer, but I'm still curious, what's wrong with that particular scheme.

Thank you in advance for you help!
2011-02-09 06:36:00

Author:
dharlequn
Posts: 7


1. A player sensor connected to the scoreboard (simplest way I can think of).

2. You'll have to create an object, though it will have to have some kind of fire/electricty/plasma/gas(?) property to it as those are the only dangers. Other than spikes of course... The logic behind having an enemy fire at the player however is beyond me entirely. Try the tutorials section for that one.

3. I'm not really sure what you mean exactly. Could you elaborate on this?

4. If you have a switch or some other piece of logic hooked up to it, it may not function properly. Perhaps a stray wire got hooked up to it?

5. Erm...the counter is trying to activate both mouths at once? Not really sure what you mean by this.

Hope I helped, at least a little.
2011-02-09 07:05:00

Author:
Ninja_Gnome23
Posts: 198


Thank you for your reply.

1. That is not exactly what I have in mind. You can take any Side Story Level. For example the very first one with the bouncing pads. When player dies, anywhere along the way, he appears at the scoreboard. And this goes for almost all side levels.

3. For example, you appear at the checkpoint (A), next to it there is a vehicle at a certain spot (B), and underneath is lethal ground, so you can proceed only using this vehicle. Let's fancy that for some reason you die, you reappear at checkpoint A and the vehicle is standing right there at the very same spot B, like you never touched and moved somewhere.

4. I deleted the checkpoint several times, don't know why it kept happening.

5. No-no, I'm sure that the scheme is in this exact order, when I attached both mouth objects to the counter, it only activated the second one.
2011-02-09 07:17:00

Author:
dharlequn
Posts: 7


I have the answer for that but you need to use sackbots in the level. if thats okey2011-02-09 07:27:00

Author:
Unknown User


1. Once the player trips the player sensor, the scoreboard will remain active for the remainder of the game. That is unless another checkpoint is activated. Another way to do this would be to crush the entrance checkpoint, thus making the only avaliable checkpoint the scoreboard. Or you could wire a player sensor up to a game ender and when the player dies the game ender will activate and transport the player immediately to the scoreboard.

2. Ohhh. Well you had the right idea with emitters. This requires a bit of logic though. I'd have to play around with it to get the desired out come, so I can't really rattle it off to you at the moment.

4. Hmm...not sure then. Perhaps just a hiccup in the game? It happens.

5. Like I said, it might be trying to activate both mouths at the same time, thus only activating the last one in the sequence. You might need separate counters for each mouth. Though, I haven't played around much with magic mouths, so I could be wrong.
2011-02-09 07:34:00

Author:
Ninja_Gnome23
Posts: 198


For 5), Attach the counter to the FIRST magic mouth and attach the magic mouth output to the next magic mouth. I don't exactly know if it works, just give it a shot. I had the same problem as you 2011-02-09 07:40:00

Author:
mutant_red_peas
Posts: 516


3. a huge radius Player Sensor inverted, connected to an Emitter, If you want something a bit snazzier you could emit it behind the player and then make drive forwards and then transfer controls...2011-02-09 07:44:00

Author:
Kern
Posts: 5078


i would go on what these last guys said i have a friend that works on a movie thingy and hes working that way ; )2011-02-09 07:51:00

Author:
Unknown User


Thank you all for your detailed replies!


I have the answer for that but you need to use sackbots in the level. if thats okeyDepending on which item are we talking about.


1. Once the player trips the player sensor, the scoreboard will remain active for the remainder of the game. That is unless another checkpoint is activated. Another way to do this would be to crush the entrance checkpoint, thus making the only avaliable checkpoint the scoreboard. Or you could wire a player sensor up to a game ender and when the player dies the game ender will activate and transport the player immediately to the scoreboard.That is great, thanks, exactly what I needed.


For 5), Attach the counter to the FIRST magic mouth and attach the magic mouth output to the next magic mouth. I don't exactly know if it works, just give it a shot. I had the same problem as you I used this exact scheme and as a result only the first mouth would activate. Still don't know why.


3. a huge radius Player Sensor inverted, connected to an EmitterI believe this might work, thank you.

The only question remaining is how to make something shoot directly at the player.
2011-02-09 14:47:00

Author:
dharlequn
Posts: 7


If you want, just add me on PSN: Bang126. these arent to difficult problems, just hard to write... And for "The only question remaining is how to make something shoot directly at the player." use a "look at" thing. Then it will look at the player, then connect a sensor switch to the emitter. 2011-02-09 17:26:00

Author:
Bang126
Posts: 157


The Only way i can think of is to make them a Sackbot and apply a Destroyer connected to a tag sensor restricted to the layer it is on, then make the "goo" shoot and when it hits the sackbot he'll die.2011-02-09 17:35:00

Author:
Kern
Posts: 5078


Since I'm a noob too, I am going to jump in on this thread rather than start a new one for my question. I hope you don't mind!

Essentially, I have a boss fight at the end of my level. Once you have popped the five brains, I want a door to open to the next section. How do I do that? The only thing I can find that has an "upon destruction" option is sound. I'm certain it's something quite simple, but I can't figure it out.

TIA-
Shari
2011-02-09 19:01:00

Author:
Unknown User


If you want, just add me on PSN: Bang126. these arent to difficult problems, just hard to write... And for "The only question remaining is how to make something shoot directly at the player." use a "look at" thing. Then it will look at the player, then connect a sensor switch to the emitter.
I will try that, thank you.

The Only way i can think of is to make them a Sackbot and apply a Destroyer connected to a tag sensor restricted to the layer it is on, then make the "goo" shoot and when it hits the sackbot he'll die.
I guess I will have to use the given lethal states then.
2011-02-09 19:12:00

Author:
dharlequn
Posts: 7


Since I'm a noob too, I am going to jump in on this thread rather than start a new one for my question. I hope you don't mind!

Essentially, I have a boss fight at the end of my level. Once you have popped the five brains, I want a door to open to the next section. How do I do that? The only thing I can find that has an "upon destruction" option is sound. I'm certain it's something quite simple, but I can't figure it out.

TIA-
Shari

Have a tag key with a label near the edge of your boss, or on a piece of something attached to the boss by and un-stiff rod, and a tag sensor with the same label really close to the tag. Set the tag sensor to 'inverted' and make sure your tag with the same label is always in its radius. Hook the tag sensor's output up to the door and viola! When each brain is popped, the creature will die + door is opened. The same tag thing was used to make the LBPC Logic Pack Permanent Switch in LBP1.
2011-02-09 20:41:00

Author:
mutant_red_peas
Posts: 516


3. a huge radius Player Sensor inverted, connected to an EmitterThis actually worked perfectly, thanks again.
Now I have my first LBP2 level completed
2011-02-09 21:28:00

Author:
dharlequn
Posts: 7


1. How do I make a player appear at the score board after his death and not at the previous checkpoint?

Just make wherever you can die or the start of the game have perhaps have a proximity sensor(tools bag) linked to the scoreboard. If you don't require a death, use a Game Ender(tools bag), which can create success(autoteleport to scoreboard) or failure(automatic end level, no scoreboard and no level link continuation).

2. How do I make a creature fire at the player, preferably with something other than fire, plasma or electricity? Something slimy for example, but still lethal.

You could lethalize an item(tools back) then capture it(goodies bag). Then have the creature have an emitter(tools bag) to create the item or if it's a sackbot(tools bag) you can still use emitters but also perhaps a creatinator(tools bag, must be enabled on sackbot for it to use it). If you want how to actually aim and fire at the player, ask me.

3. I have noticed playing Story and Community levels some essential objects placed after the checkpoint, the objects without which it is not possible to venture further. And after the player's death, reappearing at the checkpoint, the object was already there waiting for him. How do people do that? I tried to create the same thing with the help of emitters, but they didn't work as I expected.

You could use tags(tools bag, formerly [magnetic] keys) and tag sensors(tools bag) or stuff-of-the-like. You could make it so there's a wall disappear when you are with the items, but you could have an invisible wall by making a minuscule dark matter(goodies bag) or rubber(goodies bag) wall using their Circle tool(material subdivision) to stamp it down. To have the items back waiting for you, use an emitter(tools bag) just to simply have a copy of them back where you were(and perhaps use a Destroyer(tools bag) or just have them unemitted(emitter tweak) to make them disappear).

4. In what case a checkpoint can work improperly or not function at all? There was a place in my level where, no matter how or where I put it, the checkpoint would not activate in Play Mode. I just had to cut it out, but that is just not fair.

I don't know about this, it is probably just a game glitch or not well enough of proximity, but you can make a checkpoint(tools bag) activate if it doesn't work(even from afar) by hooking up various switches(tools bag), but...


4. If you have a switch or some other piece of logic hooked up to it, it may not function properly. Perhaps a stray wire got hooked up to it?

Not true. I purposely wired stuff to make teleports in my LBP1 level Die to Win(LittleBIGPlanet™1 level). You can reactivate the checkpoints(tools bag) after you have activated the next one, and it some places of the level it breaks the game, but whatever.

5. I have a following scheme: Player Sensor -> Microchip (Counter -> Mouth -> Mouth) -> Music Alter. For some reason the second mouth is not working at all, it is just skipped somehow. Why is that? I have already found a way to overcome it with the help of Gameplay Sequencer, but I'm still curious, what's wrong with that particular scheme.

Try making the counter(tools bag) to activate the first mouth(tools bag) and another counter(tools bag) which shortly activates the second, or have 2 separate counters(tools bag), maybe one occuring after the other. Two magic mouths(tools bag) cannot occur at the same time in that situation. Game does not like.

----

Remember there are most of the time multiple ways to do things, so look around or experiment!
2011-02-09 21:59:00

Author:
Cronos Dage
Posts: 396


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