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#1

Respawning Objects SOLVED! (Possibly?)

Archive: 4 posts


I've heard a lot about trying to emit objects, vehicles, or otherwise, so that if you fail to get past the section, it resets and you can do it again. There have been some solutions, but most of them had some mostly minor issues with them. But I think I may have found it.

Proximity switch. Inverted. And rigged to self-destruct. Then rig the emitter to only allow one. So once you leave the area of whatever you're using, then it disappears, and another shows up back at the start. This eliminates any possibly trouble with using a "spawn button", buildup at the bottom due to multiple failed attempts, and what happens if somebody gets left behind.

Unfortunately, I can't quite try it out now, because I can't get on at the moment, so this is all in theory. Anybody either tried this, or found some other foolproof way of fixing the respawning issue?
2008-11-17 06:42:00

Author:
Mark D. Stroyer
Posts: 632


That seems like a good solution but... what's the problem with using a simple non-inverted proximity switch with a wide area to 1-shot the emitter? I was planning on using that myself and would like to know if there's a problem I might run into 2008-11-17 11:12:00

Author:
Gilgamesh
Posts: 2536


With that, the problem is that it's both one-shot, and proximity. If you want just one vehicle, you can just put it in the level, and be done with it. That does the same thing, and you don't need an emitter to do it. Being one-shot, it will make that one vehicle, and then be useless. So you pretty much defeat your point.

If you did just a normal proximity switch at the start, you'd come into the problem of respawning. Because you'd have to set it to a long time, but if you lose the object then you have to wait, or a shorter time, but that would mean that it could respawn on you while trying to move on, or just stack them up.

However, if you limit the emitter to one object, and rig the object to proximity self-destruct, then if you leave the object's vicinity it will destroy itself, meaning that anyone still at the start and needing one will get one, or resetting it if you die and go back to the start.
2008-11-17 17:36:00

Author:
Mark D. Stroyer
Posts: 632


With that, the problem is that it's both one-shot, and proximity. If you want just one vehicle, you can just put it in the level, and be done with it. That does the same thing, and you don't need an emitter to do it. Being one-shot, it will make that one vehicle, and then be useless. So you pretty much defeat your point.

Are you sure about this? I'm under the impression that if I set a proximity switch a bit before where I want my object to spawn and attach it to a limitless emitter, one object will be emitted each time the player gets out of range of the switch and then goes back to it (by dying or falling off, etc).
2008-11-17 18:15:00

Author:
Gilgamesh
Posts: 2536


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