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Teleport player w/o killing them

Archive: 7 posts


Does anyone know how to move a player to a certain part of a level without killing them? I am trying to create a game that would have a "world map" the player can traverse and then depending on what part of the map they access, they would be sent to that "area" that is located inside the level. If you're not sure what I'm talking about, think NES Final Fantasy, but the place the player is sent to is your typical side view LBP level. I'm still a novice when it comes to logic so any suggestions would be greatly appreciated. Thanks!2011-03-21 23:02:00

Author:
KnutsoPX
Posts: 116


You could do it fairly easily I would think, but you'd be stuck with the player's Sack flipping into nothing and back again at the start and end points (You could probably hide this with clever camera work though).

- Throw down two holograms - one where you want to Teleport from, the other close to where you want to teleport to.
- Make them both 0% bright so they become invisible.
- On the destination one either glue it to something or stick an anti-gravity controller on it with dampening set to 100%
- Connect the two holograms with a piston
- Set the piston's visibility to off, and fiddle with the settings - you want the piston to be short when it has an input, and long when it has none. You may want it to go from long to short very quickly. Basically this is your teleport transporter beam.
- Stick a tag on your destination hologram for later.
- On the departure hologram stick a Controlinator and turn off it's visibility.
- Grab the controlinator's output (In the middle upper part of the controller map) and hook it up to the piston (if you want a delay you might want to hook up a timer between the two).
- Pop a tag sensor on there and hook it up to the eject on the controlinator (This is the input on the controlinator itself, rather than it's circuit board).

Now, in theory, when the controlinator is activated Sack flips up into nothingness and is plopped out again at his destination. He enters the controlinator and dissapears, this activates the piston, and at the far end the sensor senses it's tag and spits him back out again. I think the piston should then get longer again ready for the next time, but I'm not 100% on that without trying it.

I have to admit I haven't tried this, but I've used all the bits of it in other ways.
2011-03-22 00:52:00

Author:
HarlequinQB
Posts: 4


Just make a controlinator with a range of 5000 and eject right away. I saw this in a tips and tricks post in one of the other areas on this forum.2011-03-22 00:56:00

Author:
Unknown User


Dang, Triple aces beats my hand. Round to BlueMonkMN. 2011-03-22 05:46:00

Author:
HarlequinQB
Posts: 4


I give away a deathless teleporter in my Logic Library (http://lbp.me/v/ygn7dx) level.
(LBPC thread (https://lbpcentral.lbp-hub.com/index.php?t=51882-Logic-Library))
2011-03-22 06:29:00

Author:
v0rtex
Posts: 1878


This is a quick and easy method that works for up to 4 players...

4 emitters containing 4 emitted controlinators on invisible hologram backing, one for each player in the level. These are set to emit the controlinators on 1-shot, max emitted 1, with an infinite lifetime. The controlinators are set to auto enter, not visible in play mode and max range. The active output of each controlinator is hooked to a single shot counter (perm switch), which inputs the controlinator's auto eject. Once entered, the player is immediately ejected and cannot re-enter.

4 player sensors, max range, each set to detect either 1, 2, 3 or 4 players. These are rigged to the emitters, so no more controlinators than are needed for each player will be emitted.

A trigger (player sensor, grab sensor, etc) situated in the area teleported from will activate a tag

4 max range tag sensors in the area to be teleported to are hooked to 4 "and" gates, along with the 4 player sensors. When tag is activated and X number of players are present, X number of controlinators will be emitted and all players will "teleport" together
2011-03-22 09:37:00

Author:
Ungreth
Posts: 2130


This is why I love Little Big Planet!!! The solution to any problem is usually pretty simple once you think about it for a while. Plus the fact that there is this huge community that is willing to give help to those that want to learn! Thank you to everyone that replied!!!2011-03-22 20:51:00

Author:
KnutsoPX
Posts: 116


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