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#1

Natural sackbot spawning in a sackboy environemnt?

Archive: 5 posts


What is the best way to create a checkpoint system in a level where you have 1 player controlled sackbot and 3 player controlled sackboys. I am asking this because I want the sackbot to have the same checkpoint behaviour like sackboys.

Examples:
1. Sackbot dies, sackboys are still alive. Result: sackbot only respawns on the checkpoint if the checkpoint is visible on the screen. Otherwise, sackbot does not respawn until another sackboy activates a new checkpoint or previously activated checkpoint becomes visible.

2. Another example: Sackbot dies and sackbot does not spawn if other sackboys are alive and activated checkpoint is not on the screen. But when all sackboys die, then the sackbot and the sackboys respawn on the last activated checkpoint.

What is the best way to achieve such smooth and natural sackbot respawns?
2011-02-26 16:32:00

Author:
Stampy
Posts: 86


Have an emitter with a player sensor to activate it. Player sensor covers decent area around check point. Maybe a tag sensor that covers camera zone area when check point is visible as well. Hook both up to an OR gate that activates emitter.2011-02-26 17:03:00

Author:
Shadow_Wolf_1987
Posts: 108


Unfortunately there are no sensors to detect when something is visible on-screen or not. You may have to accept allowing the sackbot to respawn when players are in proximity to the checkpoint, and then carefully construct the layout of checkpoint rooms so that it becomes effectively the same thing.2011-02-26 17:18:00

Author:
munrock2
Posts: 96


Thank you both for the reply. But how would this system work if there was only one sackbot in the level? I mean, you can have combination of only one sackbot, or one sackbot and more sackboys.2011-02-28 16:54:00

Author:
Stampy
Posts: 86


Well, on the sackbot "pilot seat" following hologram, you'll have to add some extra movement logic. It needs 4 different behaviour settings. I would use a selector with four settings (selector's override prioritization system will save a lot of conditional logic):

Setting 1, for when the sackbot is dead.
input: battery.
output: go to the last activated checkpoint.

Setting 2, for when the sackbot is dead but 'normal' players are alive
input: player sensor.
output: follow players.

Setting 3, for the respawn behaviour
input: A short-range tag sensor that detects the last activated checkpoint.
output: Activate a respawn behaviour (move to the precise location of the checkpoint tag and emit a sackbot).

Setting 4, for normal behaviour
input: A tag sensor that detects if the sackbot is alive.
output: Follow the sackbot.
2011-02-28 17:12:00

Author:
munrock2
Posts: 96


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