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#1

1 Life Versus Levels

Archive: 19 posts


Sorry for posting what is probably a stupid question I'm not actually a noob at all, I've been playing lbp and lbp2 ever since they came out. I was just wonering how to create 1 life versus levels where you teleport to the finish when everyone is dead. The person with the most points wins. Its probably really simple but I can't figure it out. In lbp1 when you destroyed the entrance you automatically teleport to the finish when you die but it won't work for me in lbp2. 2011-02-20 22:33:00

Author:
TheOshenator
Posts: 54


Well, in both games checkpoints and scoreboards are "switchable". So you can either destroy the entrance, or position it so the players drop into the level and are never allowed to cross in front of it (thereby activating it) again. Have a player sensor wired to the scoreboard immediately within the range of the entrance and each player only gets one life because the scoreboard is the only "active" checkpoint.

Hope this helps.
2011-02-20 23:05:00

Author:
v0rtex
Posts: 1878


Just tried your ideas. I destroyed the entrance and had a player sensor on the little spaceship my sackboy was driving that activates the scoreboard. It didnt work All that happened was that the entrance was destroyed and when my sackboy died a red X appeared over his picture in the top right-hand corner of the screen. No teleporting to the scoreboard occured.2011-02-20 23:31:00

Author:
TheOshenator
Posts: 54


Ah - you want everyone to go to the scoreboard when any one of you dies? Is that the gist? Not sure why you'd want to do that, but you could activate another checkpoint with a player sensor on or near it that is wired to a game-ender. This way when the player dies, yes they will be re-spawned but that re-spawning will immediately trigger the end-of-game for everyone and all will be transported to the scoreboard.

Would that work for you?
2011-02-20 23:38:00

Author:
v0rtex
Posts: 1878


No I want us all to teleport to the scoreboard once everyone is dead. I'll try this too I feel like im being awkward but it genuinely isn't working for me. I'm having huge trouble with the timers, randomisers and emitters too. I'm starting to feel like LBP2 is either ridiculously difficult to create in or I'm missing something extremely simple and obvious (I hope its the latter)2011-02-20 23:44:00

Author:
TheOshenator
Posts: 54


put a player sensor set to inverted with an area that is the same size as the play area. put the output of this to a game ender. you will still need to destroy the entrance by the way.
this way, when it senses that there are no players left alive, it will trigger the game ender teleporting every1 to the scoreboard.
2011-02-21 11:35:00

Author:
Unknown User


Can't you just put the scoreboard off-screen, hang a checkpoint above it, and activate the checkpoint as soon as the game starts? Then as people die, they won't re-spawn since it will be off-screen, and once everyone is dead, being the active checkpoint it will spawn everyone and drop them on the scoreboard.

(I believe checkpoints can be activated by a signal, yes? I haven't actually tried.)
2011-02-21 11:50:00

Author:
Tygers
Posts: 114


Neither of those solutions worked for me, I also tried destroying the entrance and hooking the impact sensor on my spaceship to the scoreboard so when the ship is destroyed it activates the scoreboard and you should re-spawn there but it didn't work. This level is a versus level if that makes a difference. All that happens when I die is that the screen stays the same but me and the ship disappear and a little red X appears over my picture in the top right corner. I've tried things in blank levels and they've all worked. I'll take a picture of my problem and post it here, that should make it easier to solve.

* EDIT *

http://www.lbpcentral.com/forums/attachment.php?attachmentid=30920

http://www.lbpcentral.com/forums/attachment.php?attachmentid=30919

Those two pictures are of the screen after my sackboy has died, at the point where he should be at the scoreboard.
2011-02-21 15:22:00

Author:
TheOshenator
Posts: 54


Did you also force-eject the players from their DMCs? (Hook a wire to the bottom of the DMC object; a signal ejects the occupier) That might do it... I am working on a level in which the same problem occurs and I have been having theories about how to solve it, but so far I have concentrated on other details instead of fixing this issue.2011-02-21 16:24:00

Author:
Antikris
Posts: 1340


Sorry Antikris, I'm not sure I understand what you mean...2011-02-21 16:44:00

Author:
TheOshenator
Posts: 54


Sorry Antikris, I'm not sure I understand what you mean...

A Controlinator. I was assuming you were having the player control a sackbot that gets killed... In case the player himself dies, disregard my comment.
2011-02-21 16:50:00

Author:
Antikris
Posts: 1340


Yes, this seems like a controllinator thing. If you are in a controllinator and the sackbot is dying then you need the controllinator you are in to be destroyed and kill your sackboy. Have a tag on an invisible holo following your sackbot that does this for you.

If it is you, the sackboy/player, dying and you are not teleporting to the finish then I am a bit confused because what has been told to you works.

Try a player sensor near the spawn that both destroys the entrance and activates a spawn above the finish. Only thing about this is when someone dies they will be there waiting for everyone else to show up. It's not a big deal, though. That's how it should work in a versus level.
2011-02-21 17:01:00

Author:
RSQViper
Posts: 302


No, 1-4 players control a spaceship each and have to destroy things before they get hit. If they get hit the ship explodes and they die, when they die an X appears over their pictures but the game doesn't end 2011-02-21 17:02:00

Author:
TheOshenator
Posts: 54


No, 1-4 players control a spaceship each and have to destroy things before they get hit. If they get hit the ship explodes and they die, when they die an X appears over their pictures but the game doesn't end

Are you by any chance using a Movie Camera to limit the visible game area?

Bear in mind that Sackpeople will not spawn or respawn if there's no checkpoint/scoreboard in the visible screen region (which can actually be quite useful), so if you're using a camera to restrict it, you'll have to disable it to allow the game to move the camera to the scoreboard, at which point your Sackpeople will respawn there.
2011-02-22 14:26:00

Author:
Aya042
Posts: 2870


Thanks for all your help guys I figured out how to fix it, it wasn't any of the suggestions here unfortunately but the fact that you all wanted to help is just as important. You've all been great If anyone needs anything in return then drop me a comment 2011-02-22 18:21:00

Author:
TheOshenator
Posts: 54


I'd like to know how you fixed it then? 2011-02-22 18:50:00

Author:
Unknown User


I figured out how to fix it, it wasn't any of the suggestions here unfortunately...

May we inquire as to what the fix was, for the benefit of anyone who may encounter a similar problem in the future?
2011-02-22 18:52:00

Author:
Aya042
Posts: 2870


Yeah, I'd love to know what the problem was.2011-02-22 20:17:00

Author:
RSQViper
Posts: 302


Of course I have no idea why no other idea would work but I found this to be the cure.

I stuck a microchip to part of the level near the first space ship, hooked a 1 second timer up to the input/output of the microchip, put an inverted player sensor on the microchip which was connected to a game ender that wasn't on the chip.

I know someone on here said something similar to that but it didn't work. Doing it this way worked perfectly for some reason.
2011-02-22 21:41:00

Author:
TheOshenator
Posts: 54


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