Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Help!
#1

Can checkponts be assigned to individual players?

Archive: 4 posts


I'm building a racing level in which the players are both racing on an identical course, one stacked above the other. I think I know how to make cameras follow individually (game camera on some holo for each player, yes?). What I need to figure out is how to make checkpoints work. Obviously I don't want to have checkpoints that either player can spawn out of, as some of the segments require players to open doors etc for each other, so if they respawn on the same 'track' things will go sideways. As a last resort I'll place common checkpoints with notes telling them to keep to their own tracks, but I was hoping one of the brains here had a better solution.2011-04-29 19:49:00

Author:
roux-
Posts: 379


I'm building a racing level in which the players are both racing on an identical course, one stacked above the other. I think I know how to make cameras follow individually (game camera on some holo for each player, yes?). What I need to figure out is how to make checkpoints work. Obviously I don't want to have checkpoints that either player can spawn out of, as some of the segments require players to open doors etc for each other, so if they respawn on the same 'track' things will go sideways. As a last resort I'll place common checkpoints with notes telling them to keep to their own tracks, but I was hoping one of the brains here had a better solution.

This is actually Discosmurf's solution when I had the same question:


Yes it is! I have the tech for it! My 4 player sackbot checkpoint system makes it possible. It's also linked to a regular spawn gate so with a little rewiring and backward engineering it should also work with regular sack creatures(without the sackbots, but that's way easier).
The next version actually recognizes(EDIT: "Predicts" is a better word) what order players come through the entrace as well, so in that case it would spawn a corresponding 0% DCS holo with a follower that takes the player to the correct custom spawn point before ejecting "it" from the seat.
Only caveat I can think of right now is that it would require a "ID tag" following the player around(which would be the DCS in the sackbot version) and that these might swap when passing another player.

You can see the original post here (http://www.littlebigland.com/forum/showthread.php/14406-Player-Dependent-Spawn-Locations).
2011-04-29 20:08:00

Author:
shane_danger
Posts: 283


Yeah, though the method of doing so is quite complicated in a way that I am not able to walkthrough with you the details on to do so, but i'm sure there's a link on Google or somewhere on LBPC with a tutorial on how to do so.

All I know is that the method of doing something like that would include sackbots, controllinators assinging to those sackbots, then each sackbot having a tag, and a tag on the checkpoint matching each individual sackbot. Something along those lines. I've never done it before or seen it done before though i know it's possible, well sure anyway.

It's not that complicated in saying it's possible, though making it would be a whole new experience for me, so that's as much help as I can offer.

Hope this helped,

Signed,
RacingCreed
2011-04-29 20:14:00

Author:
Unknown User


That will be awesome when (if...) PSN ever comes back up. Thanks!2011-04-29 20:17:00

Author:
roux-
Posts: 379


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.