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Checkpoint activated ONLY by switch

Archive: 12 posts


I am making a game inspired and based around the game "Borderlands". Anyone who has played this will know that there a things called New-U stations which are basically checkpoints which you respawn at if you die. I am making it in my level that Checkpoints actually cost the player 500 points to activate a checkpoint (extra incentive to not die). However, I have made the checkpoint and hooked it up to my switch, but the checkpoint can still be actived simlpy by walking past it and not grabbing the activation pole that deducts the required 500 points.


Is there a way to stop this override that is hapening and make it so that the checkpoint can ONLY be activated by the player having the right amount of points and grabbing a lever?

Thanks, Pete1991
2011-02-28 22:38:00

Author:
Pete1991
Posts: 225


I think you're only way to do this would by simply moving the checkpoint into the air out of player sensor range and having the switch still activate, it will of course make the players fall from the sky when they respawn but it's the only way I can think of to get around that issue2011-02-28 22:40:00

Author:
Elsa
Posts: 164


Well...could you not just stop people walking past the checkpoint?2011-02-28 22:41:00

Author:
FourteenInchGaz
Posts: 110


Raise the checkpoint above reach so that nobody can activate it from the ground.2011-02-28 22:42:00

Author:
ConverseFox
Posts: 2333


Another option is having the player pay the price then emit the checkpoint2011-02-28 22:51:00

Author:
FourteenInchGaz
Posts: 110


You could also place the checkpoint above something else out of player's view and have the switch destroy a platform to allow the checkpoint to drop so that it can be activated2011-02-28 22:56:00

Author:
Elsa
Posts: 164


Well, if you want to get over-complicated with the thing so you can just have the pleasure of being able to see the shiny checkpoint, I think I may have a solution. Whenever a player spawns make it so that he is transported to a controlinator that, when you enter, emits a sackbot that can be controlled by that controlinator (Transmitter, Receiver). Have the emitter, that emits the sackbot, be attached to a peice of holo material. Put as many followers as there are checkpoints in the level and have the radius go as large as possible. Make the followers attracted to a tag UNIQUE to each checkpoint. Have them all hooked up to a selector, so that when one is activated the other won't be. As the sackbot activates the emitter, the peice of holo will then fly to be in front of the checkpoint. To make the player die, force the player out of the controlinator on to hazardous material. Again, this is over-complicated and completely untested. It might just give it that professional level feel, if implemented right, though. Oh, and make sure to attach a game camera to the sackbot. If you have other cameras and player sensors, ect, just make it so a tag on the sackbot's microchip activates them. Again, and again, this is completed untested. I thought of this off the top of my head. If you use it, can you please message me and tell me if it works. I plan on using it. Thx. Hope it helps.2011-02-28 23:04:00

Author:
IIIDevoidIII
Posts: 86


Well, if you want to get over-complicated with the thing so you can just have the pleasure of being able to see the shiny checkpoint, I think I may have a solution. Whenever a player spawns make it so that he is transported to a controlinator that, when you enter, emits a sackbot that can be controlled by that controlinator (Transmitter, Receiver). Have the emitter, that emits the sackbot, be attached to a peice of holo material. Put as many followers as there are checkpoints in the level and have the radius go as large as possible. Make the followers attracted to a tag UNIQUE to each checkpoint. Have them all hooked up to a selector, so that when one is activated the other won't be. As the sackbot activates the emitter, the peice of holo will then fly to be in front of the checkpoint. To make the player die, force the player out of the controlinator on to hazardous material. Again, this is over-complicated and completely untested. It might just give it that professional level feel, if implemented right, though. Oh, and make sure to attach a game camera to the sackbot. If you have other cameras and player sensors, ect, just make it so a tag on the sackbot's microchip activates them. Again, and again, this is completed untested. I thought of this off the top of my head. If you use it, can you please message me and tell me if it works. I plan on using it. Thx. Hope it helps.

That made my brain hurt, but thanks!
2011-02-28 23:07:00

Author:
Pete1991
Posts: 225


You could put the checkpoint in a hole that can't be jumped down (IE a drop off behind the active layer) and bounce pads underneath it to pop the player up when they spawn, like is done in the start of the second part of the first cosmos level.2011-02-28 23:54:00

Author:
Tygers
Posts: 114


Can you put glass in front of a checkpoint? It sounds like the easiest option is to simply restrict access, either by moving it out the way, blocking it, having a fake checkpoint on a material (by taking a photo) and emitting one, etc.

One idea that could be cool, though I don't know if this would suit your level - have a hologram of the checkpoint until its paid for. To do this, get a checkpoint, move it in front a 100% black background, take a photo. Make it active first for the cool neon effect. Now, make a holographic material and coat it with your photo. If you make sure its black all the way to the edge, you'll have a 'ghost' checkpoint object. Then, when you pay for it simply turn off the hologram and emit the checkpoint.

Another option, though I'd have to test this to see if it works, is to have your paid-for checkpoints constantly triggering themselves, so any new checkpoints triggered will soon be deactivated as the paid-for one reactivates itself. You'd have to somehow stop the old ones reactivating once you pay for a new one, though.
2011-03-01 01:36:00

Author:
merkaba48
Posts: 79


Couldn't you just stick a hazardous piece of holo infront of the checkpoint, then de-lethalise it when pole is grabbed?2011-03-01 03:07:00

Author:
midnight_heist
Posts: 2513


well you could have only one check point but have it set up so that it spawns the player in a death-less teleport that puts them right at the activated point.2011-03-01 05:17:00

Author:
Inferno
Posts: 58


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