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Help making a chase sequence, and the cutscene that follows

Archive: 2 posts


I'm trying to make a part where the player is forced to run forwards and jump or swing over obstacles to avoid certain death, but there are important factors in it that I know nothing about.

First, I'm trying to decide if I should have a bunch of harmful enemy Sackbots or some spreading harmful fire matter going after the player (I'm leaning towards Sackbots because it sounds easier and would fit the story better.). What has me puzzled is what I should add in case the Sackbots catch up to, touch, and kill the player and they respawn at the checkpoint where that section started. How could I "reset" the position of those Sackbots to appear behind the player and start chasing them again?

The other problem could have its own topic, but there's probably a simple answer to it, so I'll just add it to: I want to fade to a cutscene in the same level when the player reaches a certain point, and use a sackbot made to look like Player 1 so I can program and sequentially time its movements. I can't figure out how to do this when the actual player character is in the same spot. Is there a way to move them offscreen during the fade?

Lastly, I've seen many levels where the player seems to suddenly teleport to the end-of-level scoreboard after a cutscene ends. Does this involve placing a nearby checkpoint and killing the player, setting up one of the teleporters someone has created, or is the answer much simpler?

Anyone know? This is in story levels all the time, so it can't be that difficult to do. I'm just such a noob to professional level building that I have no clue myself.
2011-03-12 22:20:00

Author:
Behonkiss
Posts: 229


This may not be the easiest or most efficient way, but here's how I'd do it:

-Put a checkpoint where the chase starts (I'm assuming the player knows what to do).
-Put in a player sensor a few steps away from the checkpoint so the player has to run through it. That would emit your deadly sackbots.
-On the sackbots, I'd have an inverted player sensor with a 5000 radius hooked to a destroyer. If the player dies, the sackbot will be destroyed. The player would respawn at the checkpoint and run through the player sensor again, respawning the sackbots.
-After the chase is over, you need to trigger a sequencer with whatever sensor works best for you. This will cut to a movie camera somewhere else in your level that has your cutscene ready to play with a sackbot set to look like Player 1. Just set the camera to "disable controller" and you don't have to worry about what happens to the player at this point.
-The sequencer plays out your ending cutscene however you'd like, and at the end, you use a "Game Ender" which automatically takes the player to the scoreboard and ends the game.

Now, I'm not exactly recreating this on my PS3 right now, so this may not be without its problems, but it should enough to get you started.
2011-03-13 16:23:00

Author:
nextlevel88
Posts: 149


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