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How to create a seamless teleport

Archive: 11 posts


For those who don't know, there is another way to teleport without controlinators. I find the controlinators are not instantaneous and also make a horrible noise when they are activated.

It is quite simple really, just have a sensor detect when a sackbot is within range (as soon as sackbot enters, they will teleport) and set off a destroyer to destroy the sackbot. At the same time, set a tag sensor (the tag of which is on the sackbot) attached to an emitter to emit another sackbot when the sackbot can no longer be detected (so the sensor needs to be inverted).

Thats it. When the sackbot gets in range of the first tag, a destoyer destroys it and a new sackbot is sent out an emitter for you to continue to control. This method is instant and playing around with the emitter can also create pleasing results such as launching the sackbot out the other side of the teleport.

Of course you can make this two way by using selectors to select the emitter you want the sackbot thrown out of. One thing to note is the best method to destory the sackbot is to shrink it and set the emitter to expand. Standard appearing and dissapearing has that annoying destroy sound effect whilst the shrink and expand method doesn't and it also looks cooler : )
2011-02-18 10:46:00

Author:
Gezzamo
Posts: 11


Yeah, but, what if you just want to use sackBOYS not sackBOTS :o2011-02-18 18:39:00

Author:
Bang126
Posts: 157


Sackboy's are so 2010 2011-02-18 22:27:00

Author:
Green-Tomato
Posts: 140


Sackbots are lame, they tend to lag when you record acting, they die underwater, they can't be set to indestructible and they can't use some powerups.2011-02-19 20:16:00

Author:
Unknown User


That doesn't make them lame, though, just limited.2011-02-22 03:59:00

Author:
Yofig
Posts: 288


Sackbots are lame, they tend to lag when you record acting, they die underwater, they can't be set to indestructible and they can't use some powerups.

My sackbots can do tons of stuff that my sackboy cant... they're both good.
2011-02-22 09:03:00

Author:
Madafaku
Posts: 738


Ooooh, trouble ahead.
I actually see the great things of bots, but they should be able to do the same stuff like swim and all.
I made a nice sackbot that has emotions like sackboy, that can hit the player, controllable with DCS, or an AI, NPCs, 2x jump, blahblah...
Sackbots can do stuff, but you have to program them.
2011-03-03 21:49:00

Author:
Unknown User


And thaaaaat's.... bad.2011-03-04 01:50:00

Author:
Yofig
Posts: 288


the fun is about program them, at least for me...2011-03-04 20:40:00

Author:
Unknown User


I made a nice sackbot that has emotions like sackboy, that can hit the player


That's neat, but any idea how to make it hit another sackbot? I can usually tell if I'm a sackboy or a sackbot based on if I can slap a sackbot. Check out How not to make a level 2; there are parts where you can slap the MalteseAssassin bot, and times when you cannot. Or maybe I have it all backwards. Am I the bot, or is the bot me? Oh well.
2011-03-09 17:06:00

Author:
Unknown User


Hun ? Didn't understand that thing. I just made a sackbot that hits the player on his side if there is one. Always fun to put in create mode to laugh at folks. By the way, there is another subject about this here, I will add the perfect way to make a true seamless teleporter there. (https://lbpcentral.lbp-hub.com/index.php?t=45072-Simple-Deathless-Teleporters)2011-03-12 00:49:00

Author:
Unknown User


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