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Race Gates, Player Gates can be activated by wire now
Archive: 6 posts
So I was messing around with a race type level the other night and discovered something cool (At least I think it's cool and I didn't know it before) You can activate a start race gate, end race gate and player gate (thing that keeps players from joining mid way through a level) by logic. So in this race level I have players automatically enter a dcs, then activate the start gate by wire, the countdown starts like normal and when the conditions for the end of the race are met (in my case the number of players the level detects are playing all set off individual impact sensors at the finish) the end race gate is activated. The gate seems to know who finished first, second, etc too as the points are divided up when you hit the scoreboard even though it's set off by logic and not player proximity. The player gate is activated once the race starts so that those who are actively playing can still finish the level even after a second, third or fourth player joins mid race. Thought this was an easy way for anyone making a race level who doesn't want to mess around with custom timers or calculating payouts for players. | 2011-02-15 19:51:00 Author: Morgana25 Posts: 5983 |
Awesome, I didn't know that! This could be really useful in certain situations! | 2011-02-15 20:19:00 Author: Blue Helmet Posts: 306 |
Found this out when making timed rooms to go through without having the gates affect the way the level looks. | 2011-02-15 22:03:00 Author: neergnaG Posts: 2 |
Nifty! I'll definitely be taking advantage of this. | 2011-02-18 19:01:00 Author: DigiOps Posts: 111 |
Found out about the player gate being wireable the last time I was in Create mode yesterday. A while before that pop that impodes LBP2's audio came again. | 2011-02-19 09:18:00 Author: ButchInZero Posts: 58 |
Yeah, I noticed this before. Not on purpose, mind. I was trying to activate a nearby light | 2011-02-19 13:07:00 Author: alexbull_uk Posts: 1287 |
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