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Player Dependent Spawn Locations?
Archive: 5 posts
Hi all, Trying to figure out if it's possible to make player dependent spawn points... In other words, when you die, player 1 will always spawn from one checkpoint... player 2 always from another.. Thanks! | 2011-04-21 23:45:00 Author: shane_danger Posts: 283 |
I had a system set up, back in LBP1 for a part of my Co-Op level... I had a tutorial on here, but I uh... Kind of messed up the steps, when I made it. The only thing is, though, in order for my solution to work, the players must always be separated. Like, in separate rooms. A simpler solution would be to use sackbots instead, which would work anyway. | 2011-04-21 23:53:00 Author: KlawwTheClown Posts: 1106 |
I had a system set up, back in LBP1 for a part of my Co-Op level... I had a tutorial on here, but I uh... Kind of messed up the steps, when I made it. The only thing is, though, in order for my solution to work, the players must always be separated. Like, in separate rooms. A simpler solution would be to use sackbots instead, which would work anyway. I am planning to use sackbots. I see the problem being that when both players die at the same (or close to the same) time, they will both spawn from the same checkpoint. I guess I could have the player automatically enter the sackbots when they spawn.. I guess I need a player counter system? I still see the risk of having both players die and one jumping into the wrong sackbot. | 2011-04-22 00:06:00 Author: shane_danger Posts: 283 |
If you make the controls wireless and have the players follow (in a control seat on hollogram) independent tags and have the sackbots spawn in thier respective place then there will be no problem with crossing spawns. | 2011-04-22 00:52:00 Author: L1GhTmArE Posts: 519 |
set up a tag on both players bots set to turn on with the destruction of that players bot then set up a tag sensor connected to the checkpoints correlating to each player tag. this should solve the issue but just incase the other player makes it through the gate also you should setup both players bots at both checkpoints. you could always go deathless/wireless though. both players r in a controlinator on a piece of holo. set to follow a specific tag on thier specific sackbot. make max range an arbitrarily large # or max it out when you die new 1 emits and BAM!!! you r flying off to ur new body. if you want to limit the amount of deaths place an inverted tag sensor with max range of say 20 then wire that to a counter set to how many lives you want to give wired to a game ender or whatnot | 2011-04-22 00:54:00 Author: Unknown User |
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