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#1

Need help programming a checkpoint

Archive: 4 posts


Hey guys recently started making a level that the player uses a sackbot throughout the level.

It was all going good till I hit a very large road bump!! I can't figure out how to programme checkpoints which are similar to the ones in game. I started the level a couple weeks ago and have since forgotten half of what I programmed to try figure out the checkpoints!!

Any body any ideas? I need to be able to activate one checkpoint which deactivates all the others if you know what I mean??

Thanks in advance!
2011-03-02 10:21:00

Author:
Jordanmcc
Posts: 94


You seem competent enough to figure it out.

You need:

Selector

Emitters

Tag sensors

Tags

AND switches

Uhhh.... That's it. Funny, I thought you would need more.

Basically, the selector activates when a tag sensor senses the tags on bots AND they are within range of the checkpoint. And the emitter emits the correct bot when it dies. The selector can only have 1 output on, so that takes care of the having only one on.

There might be an easier way, seeing as this is off the top of my head, but I'm tired and I hate just telling people what to do. Also, if you can figure it out, you'll learn more with "On hands" learning.

*YAWN* (I am so tired I put that there. lol.)

Good luck.....
2011-03-02 11:07:00

Author:
Devious_Oatmeal
Posts: 1799


I was thinking that but when the sackbot was emitted it deactivates the checkpoint? Although not too sure I used an and switch? Thanks for feedback2011-03-02 12:21:00

Author:
Jordanmcc
Posts: 94


I see what you did. (I think)

You either used a toggle, or you directly hooked up the inverted sensor to the "Checkpoint".

I'm awake now so YAY:

THE CHECKPOINT:

The bots need 2 tags on them.

One being the same tag on all of them, used to activate the checkpoint.

Then, each bot has a different tag for when they die.

Set 5 sensors. 1 is to sense them, with detection radius a little bigger than checkpoint, to turn on the checkpoint. The other 4 are inverted and are for when they die (THESE 4 MUST BE SET TO MAXIMUM SENSING RANGE).

Now, set 4 AND gates, each set to 3 inputs.

Each of the 4 sensors goes into different AND gates and onto corresponding emitter. (Like the green sensor goes to the emitter that emits the bot with a green tag)

The 1 sensor goes into each AND gate. (So now each AND gate has only 2 inputs plugged in)

THAT'S WHAT EACH CHECKPOINT LOOKS LIKE.

THE COLLECTIVE OF THE CHECKPOINTS:

NOW! Place a selector anywhere in the level. It will have the same number of inputs as there are checkpoints. (Let's say 5 for example)

Remember the 1 sensor with the radius the size a bit bigger than the checkpoint? Since we have 5, we plug each sensor from each checkpoint into a different input on the selector. Now all the selector's inputs are full.

Remember the AND gates with the still open inputs? (Each AND gate should have 1 input open) Now, you plug the corresponding OUTPUT of the selector into that open input on the AND gates.

That's it. Sort of.

IF ALL PLAYERS DIE:

If all the players die, with the way the checkpoints are now, it'll be like the game has frozen. To fix this, plop down an AND gate with 5 inputs on each checkpoint. Connect each inverted sensor to the AND gates. So now 4 of the 5 inputs are full.

Now just plug in the corresponding output of the selector into that last input on the AND gates.

Plop down 1 emitter that emits ANY 1 of the bots, and connect that AND gate to the emitter.






P.S. If you want the checkpoints to have a set amount of lives, you'll need counters and a longer explanation than this one. I don't really feel like explaining it.

Also, don't ask for pics. The explanation is very easy to follow. But I might post some later on, if I feel like it.
2011-03-02 22:00:00

Author:
Devious_Oatmeal
Posts: 1799


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