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sackbot - 2 questions
Archive: 4 posts
Hi all, I have two questions about a sackbot level i'm creating. It's all about a sackbot on follow mode. You have to guide him through all kinds of obstacles. The sackbot is on a different level (depth) then the active player. I want to make some checkpoints where the sackbot re-appears when it dies. I have an emitter (attached to sensor) at the beginning of the level, and I have placed an emitter (also attached to sensor) on a checkpoint. Now, when i reach the checkpoint without a sackbot following me, the sackbot appears and all is good. But when I reach the checkpoint with the sackbot from the start of the level, I don't want the emitter to spit out a sackbot.This must be possible, but i can't make it happen. Second question : can you make it so that when the sackbot dies, the active player dies too ? (and pop up at the last checkpoint). So without using a game-ender ? Thanks. | 2011-03-31 10:00:00 Author: flopman- Posts: 2 |
Hello (and sorry for my poor english), For your first question, you can add a "sackbot" tag on the sackbot, and trigger the sackbot emitter on the checkpoint only if your sensor is activated AND a "sackbot" tag sensor is not activated. this should ensure that only one sackbot can exist at the same time. For your second question, I don't know if it's possible to kill a player easily. Maybe you can use teleport instead (http://www.youtube.com/watch?v=17ebVzKDvI4) ? Trigger the last activated teleporter (on teleporter is placed on each checkpoint) if no "sackbot" tag is detected. That won't kill the player and does'nt affect score, but it will send it back to the latest checkpoint. I'm not sure if theses solutions are the best ones, but that's all I can think of. | 2011-03-31 10:57:00 Author: Slurm Posts: 262 |
I tried the first method but that doesn't work because there's always a point where my player exits the sensor radius while the sackbot is still in it. Two sensors, player and sackbot sensor with activation radius + XOR Gate... doesn't work. | 2011-03-31 13:23:00 Author: flopman- Posts: 2 |
I tried the first method but that doesn't work because there's always a point where my player exits the sensor radius while the sackbot is still in it. Two sensors, player and sackbot sensor with activation radius + XOR Gate... doesn't work. inver the tag sensor and place a player sensor. wire both into an AND gate then to your emitter. this should clear up your first issue for the second issue I would try making a teleporter (controlinator) situated over some hazardous material. with an inverted not gate running to the eject. and an inverted tag sensor running to that. or you could just have the telporter hover over the last activated checkpoint via holo material and a follower combo. set up your emitter to only emit a certain amount of sackbots and once you run out...game ender. If this makes no sense to you I can give you step by step | 2011-03-31 23:01:00 Author: Unknown User |
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