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How to respawn a vehicle and change the place you spawn after death

Archive: 6 posts


I've seen a few levels, both MM designed and player created, that do these tricks. I'm just wondering how it's done. Let me describe them specifically.

1. Respawning a vehicle:

The player dies or gets stuck, and respawns back to the point where the vehicle was before they got into it. An example would be a big tank battle or sled ride. When they respawn, a brand new version of the vehicle appears, and the old one vanishes from existance.

Obviously an emmitter of the vehicle has happened, but how was it done? How did they get the old one to go? What setting were used on the emmitter, and how did they get it to activate after death?

An example of this would be the sled in the first creator level for an MM version. Gilgamesh's mech in his closed beta would be an example from someone who exists in real life.

2. The player dies and respawns at a different point to the last check point.

You plan an intentional death or have something so difficult that you want them to skip it if they die. The player dies, but they respawn at a DIFFERENT point to the one they had last gone past.

Now this one here I have absolutely no clue how to do. An example from MM would be in the king levels when you don't use the sticker and the bridge collapses on you. I'd have to check this, but I'm pretty sure MM must have done this trick there.

An example from a player created one would be the final death scene in the Azure Palace when you don't have the key. You die, but spawn next to the final scoreboard in what appears to be an enclosed room.

Having those two tricks could really make some complex vehicle or death parts of levels a lot easier. How was it done?
2008-11-26 04:30:00

Author:
Elbee23
Posts: 1280


Not completely sure for the vehicle, but for the checkpoints, all you have to do is make them pass the checkpoint then make it move elsewhere.2008-11-26 04:35:00

Author:
BassDeluxe
Posts: 984


For the moving spawn, just attach the checkpoint to a piston that will end up where you want them to spawn.2008-11-26 05:02:00

Author:
aer0blue
Posts: 1603


Respawning a vehicle:

Emitter, with 'max emitted at once' set to 1.
Switch near the checkpoint activates the emitter.
Switch is set to "one shot".
2008-11-26 14:47:00

Author:
Risen
Posts: 251


put a motion switch on the check point and have it set on the emitter, when you drive the vehicle to a certain point the vehicle dissolves hence a key and key switch

Cheers!
2008-11-27 05:59:00

Author:
RAINFIRE
Posts: 1101


From how my level is developing, it seems that the respawning vehicle option makes more sense than a moving check point.

So I tried some work with emitters today. They seem to hate me though.

Initially it seemed I was able to get vehicles that completely disappear when I went back to the check point, at least in edit mode.

But trying the same system in play mode, it keeps leaving the old vehicle behind, which just does not work as the track is then clogged.

Let me describe what I have set up and people might be able to see what I am doing wrong... :o

I have a sensor switch near the check point. It's set to one shot, with a large trigger radius but one that does not conflict with the rest of the track. It's not inverted and it's not visibile, so it all looks like magic.

It's connect to an emitter, that spawns the vehicle at the start of the track. It's item settings are on 0 so it just appears.

The timing is 0.5 so it comes up quick, lifetime is infinite so it does not disappear mid track run, max emitted is infinite, max at once is 1, and it's not in sync with anything, nor is it visible.

I have no vehicle spawned when the level starts but it appears as you approach the track.

What am I doing wrong?

I'm guessing potential problems are... the sensor radius is too big, one of the small setting on the sensor is wrong, or the vehicle needs to have been spawned before the level starts.

Am I close, or completely on the wrong track?

- EDIT -
Well, it seems for some reason the system seems to be working now. I don't know why it stopped and then started again, but it does the intended purpose, that being of having a fresh vehicle appear whenever you retry and the old vehicle completely disappearing.

If people understood this system, I'm pretty sure the "sled ride" levels would be a lot better than what they currently are.
2008-11-27 13:39:00

Author:
Elbee23
Posts: 1280


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