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A Sackbot Question

Archive: 14 posts


I'm making a level where you have to defeat a giant monster as a sackbot. What bothers me is that if the sackbot dies, the player doesn't so the only option is to exit the controllinator and run back to the respawn point. Is there any way to kill both the player and the sackbot to make them both respawn?
The level is where you have to be the sackbot and not a different person, so I don't want to leave the controllinator and run around as myself.

(I hope I didn't confuse you with this question, 'cause I think I just confused myself. XD)
2011-03-29 15:16:00

Author:
Unknown User


Place a tag on the sackbot and a matching, inverted tag sensor on the controlinator following him. When the sackbot dies, the tag sensor activates. This tag sensor should tell the controlinator to follow a different tag, ideally in a similar place to where you'd put a checkpoint. You can use a tag on the checkpoint and another tag sensor on the controlinator to make another sackbot appear when the controlinator arrives at the checkpoint, though be sure to make the controlinator follow the sackbot again when it has spawned.

I can go into more detail if you like
2011-03-29 17:14:00

Author:
Holguin86
Posts: 875


you can also instead set the inverted tag to a destroyer to destroy whatever object the controlinator is on. the place a player sensor on all checkpoints wired to an emitter. that will emit your sackbot/controlinator combo. problem solved 2011-03-29 17:32:00

Author:
Unknown User


Thanks for helping so far but my problem isn't solved yet. I tried what you guys said and it didn't work. I think it's also probably that I didn't bolt my sackbot to the controllinator, but I don't know how to bolt sackbots to things. 2011-03-30 12:04:00

Author:
Unknown User


here is the entire set up.

1. place a holo material
make 0% brightness
2. place a transmitting controlinator on holo
visible...no
3. place follower on holo set to follow tags
max speed 100
min range 0
max range 20 or so
4. place your sackbot
5. place a tag on him
name it and color it
6. make sure your follower is following that tag
7. place a reciever controlinator on sackbot circuit board
8. place a microchip on holo material
put a detroyer and a tag sensor inverted wired to it
make the tag sensor recognize the named tag on the sackbot
9. capture everything you just made
10. place checkpoint and put a microchip on it
on the micro put a player sensor hooked up to an emitter that emits the setup.

this should work for you. let me know if you still have issues
2011-03-30 20:01:00

Author:
Unknown User


here is the entire set up.

1. place a holo material
make 0% brightness
2. place a transmitting controlinator on holo
visible...no
3. place follower on holo set to follow tags
max speed 100
min range 0
max range 20 or so
4. place your sackbot
5. place a tag on him
name it and color it
6. make sure your follower is following that tag
7. place a reciever controlinator on sackbot circuit board
8. place a microchip on holo material
put a detroyer and a tag sensor inverted wired to it
make the tag sensor recognize the named tag on the sackbot
9. capture everything you just made
10. place checkpoint and put a microchip on it
on the micro put a player sensor hooked up to an emitter that emits the setup.

this should work for you. let me know if you still have issues

Everything works well for me except for the last step. When I arrive at the checkpoint, it keeps spawning new sackbots every few seconds even though my current one hasn't died yet. Also, when I die and get into one of them, they only last for a few seconds (I tried setting lifetime to infinity seconds but that causes it to make no sackbots at all)
Any more advice?
2011-03-31 11:18:00

Author:
Unknown User


sry I messed up that last part with the checkpoint....on the microchip, place an inverted tag sensor and a player sensor wired into an and gate, then into the emitter

set the lifetime to infinite and 1 max emited at once
2011-03-31 19:42:00

Author:
Unknown User


Thanks! It works perfectly now. <32011-03-31 21:50:00

Author:
Unknown User


There was a level I played that did all of this for me when I needed to, this (http://lbp.me/v/w6nnev) or this (http://lbp.me/v/xy47ds) is it I think.2011-04-01 17:07:00

Author:
kirbyman62
Posts: 1893


I have a new question, if I put multiple checkpoints in the level with the emitters and whatnot, won't it spawn a new sackbot at every checkpoint at the same time, resulting in multiple copies of my character running around the level, when my current one dies?2011-04-03 14:00:00

Author:
Unknown User


no because the player sensor range you placed on the checkpoint should be smallenough where it only covers one checkpointat a time2011-04-03 17:56:00

Author:
Unknown User


Thanks, sorry it took me so long to reply. But yet again, I have to ask; how do I know how big the player sensors' awareness area are? (It's not like I can go look at the boundaries if they go far enough.2011-04-05 21:59:00

Author:
Unknown User


Thanks, sorry it took me so long to reply. But yet again, I have to ask; how do I know how big the player sensors' awareness area are? (It's not like I can go look at the boundaries if they go far enough.

you only need to make the player sensor range like 15 if that....just long enough for the emitter to emit a new sackbot. then you'll be good
2011-04-06 09:08:00

Author:
Unknown User


I had the same problem....making the player respawn with the sackbot. I put a tag on the sackbot, and a tag sensor on the invisible controllinator, with the input inverted. I linked it to the controllinator eject, and a danger modifier. When the sackbot dies, it ejects the player, and the controllinator is set on fire, killing the player.2011-04-10 00:07:00

Author:
Brannayen
Posts: 438


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