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Help with some sort of teleporter?

Archive: 5 posts


So I'm making my new level called Gravity Sack, and when you start you are in a room with a big sign saying: Gravity Sack! There will be 3 levels to choose from, which you can access from a teleporter.One problem, how do I make a teleporter that will take me to that part of the level? Any Ideas?2011-03-03 23:12:00

Author:
DominationMags
Posts: 1840


I have a nice teleporter chip you can use. And I am just about ready to publish a showcase level that gives it as a prize. I'd say within the hour, I will have it published. I will come back here and update with a LBP.me link.


EDIT: OK - Here's the lbp.me link:

http://lbp.me/v/ygn7dx

Let me know if you have any questions.
2011-03-03 23:17:00

Author:
v0rtex
Posts: 1878


You have a few options. ! involves killing the sackboy and having him respawn at a checkpoint somewhere in the level. Connect a switch to an emitter and a checkpoint that is located where you want the sackboy to come out. Have the emitter emit some gas or something else that kills him where the switch located. So sackboy pulls the switch, gets killed by the gas and pops out of the checkpoint that was turned on by the swith. This works well but does require that all players be killed a the same time to work perfectly.

Another and better option IMO is to make a piece of thin holo with a gravity tweaker and 4 controlinators. Set the grav tweaker to antigravity and to 100. Set the controlinators to automaticic access. and wire the the active output from the controlinator( its the one that comes from the PS button on the controlinator board) to the controlinator itself. Also increase the range of the controlinators to max. It is impotant to make sure everything on the controlinator/ holo is setup to not be visible in playmode. Then set up an emitter to emit the controlinators/holo . Set it to emit infinite amount, 1 at a time, emit speed to 0.1 and lifetime to 0.3. Also make sure you set the emitter not to destroy the oldest when max is reached. When the emitter is activated the controlinators/ holo is emitted. All players automaticlly enter the contorlinators where ever they are emitted and then automatically ejected.

Viola
2011-03-04 00:19:00

Author:
Chicago51
Posts: 258


I have a nice teleporter chip you can use. And I am just about ready to publish a showcase level that gives it as a prize. I'd say within the hour, I will have it published. I will come back here and update with a LBP.me link.


EDIT: OK - Here's the lbp.me link:

http://lbp.me/v/ygn7dx

Let me know if you have any questions.

Just what I needed, any ideas on how to add lights to make it look awesome and glowy ?
also, how does it work? I placed it where I wanted it, nothing. Ideas?
2011-03-04 01:52:00

Author:
DominationMags
Posts: 1840


Just what I needed, any ideas on how to add lights to make it look awesome and glowy ?
also, how does it work? I placed it where I wanted it, nothing. Ideas?
You have to trigger it. There's an input on the left of the microchip. Connect a wire from whatever mechanism you have ( a switch, player sensor, etc). As for lights, what I did in the first level where I used it was the following...

At the source (where you are teleporting from), when the mechanism is triggered, I had a timer and a switch connected to some holo and a mover on the holo as well as some sound effects. So the holo would light up and move to surround sackboy. The timer was wired to the teleport chip, so when it was finished (about 1 second - long enough for the holo animation and the sound effects) then sackboy would be transported to position B, where the teleport chip resides. Now, all that's on that teleport chip is an emitter (the controllinators and a bit of logic to prevent squishiness is tiny, invisible, and only emitted very briefly - but it works)... so what I did was to add another emitter that emits a smallish circle of holo for a just a second (or less), set to shrink on destruction. Both the holo and sackboy then got emitted at the same, but the holo immediately shrank away (as well as some more sound effects for good measure), and the illusion was quite nice.

I hope that helps. I had wanted to add some detailed instructions to the level, but I never got them finished (yellow sticky text boxes are OK, but they kinda mess with the aesthetic of a level, IMHO), I suppose I should do that, eh?
2011-03-04 03:11:00

Author:
v0rtex
Posts: 1878


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