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#1

Player specific checkpoints

Archive: 21 posts


Hello all,

I'm pretty sure I have seen a thread about this before so I apologize, but the search function on this site is hopeless.

I am wondering if it possible to have specific check points for each player. I know how to achieve this with player controlled sackbot's, but I would prefer to use that method as a last resort.

I am trying to use this for a 1-4 player game. The game is essentially a race between the players to get to the top of a tower. Each player has their own copy of the tower so they can only see themselves and an onscreen indicator of where the other players are. If the players dies they go back to the beginning or to he last checkpoint they activate. Is it possible to have player specific check points within each of the towers? I haven't really tested it that much because I am unsure where to start.

Any help is greatly appreciated.

EDIT: I have since decided to go the sackbot route, but I stil have one unanswered question. Please check my post on page 2 to see the question
2011-05-14 15:06:00

Author:
KnutsoPX
Posts: 116


Hello all,

I'm pretty sure I have seen a thread about this before so I apologize, but the search function on this site is hopeless.

I am wondering if it possible to have specific check points for each player. I know how to achieve this with player controlled sackbot's, but I would prefer to use that method as a last resort.

I am trying to use this for a 1-4 player game. The game is essentially a race between the players to get to the top of a tower. Each player has their own copy of the tower so they can only see themselves and an onscreen indicator of where the other players are. If the players dies they go back to the beginning or to he last checkpoint they activate. Is it possible to have player specific check points within each of the towers? I haven't really tested it that much because I am unsure where to start.

Any help is greatly appreciated.

I've asked the same question. The best response I got is in this thread. (http://www.littlebigland.com/forum/showthread.php/14406-Player-Dependent-Spawn-Locations)
2011-05-14 16:30:00

Author:
shane_danger
Posts: 283


Unfortunately it seems sackbots are the only way to go. I do wish Mm would give us player specific checkpoints, followers, controllinator remote control etc 2011-05-14 17:30:00

Author:
Radishlord
Posts: 706


Let me guess. You don't want to use sackbots because they can't use the grapple..right?2011-05-14 19:05:00

Author:
Jaeyden
Posts: 564


Let me guess. You don't want to use sackbots because they can't use the grapple..right?

most likely thats what he wants to do. But beggers cant be choosers.
2011-05-14 19:23:00

Author:
WESFUN
Posts: 1336


yeah to bad follows can't be set to player number. :/
then things like this would be possible without bots.
2011-05-14 19:42:00

Author:
Lord-Dreamerz
Posts: 4261


If its any consolation and your level can wait a little bit, I may have talked Mm into changing it so you can use the grapple with a player controlled sackbot. There are no guarantees but they said they would try to see if they can get it to work and into the Move pack update. Now, let's all hold our breath 2011-05-14 19:53:00

Author:
Jaeyden
Posts: 564


If its any consolation and your level can wait a little bit, I may have talked Mm into changing it so you can use the grapple with a player controlled sackbot. There are no guarantees but they said they would try to see if they can get it to work and into the Move pack update. Now, let's all hold our breath

Exalent work Jaeyden keep it up Thats going to be so cool but like you said lets all hold our breath so im holding for this XD
2011-05-14 20:25:00

Author:
WESFUN
Posts: 1336


Some of the sackbot's limitations are just strange to me. I don't understand why they can't grapple, swim, or easily change emotions without making your own logic for it.2011-05-15 00:59:00

Author:
shane_danger
Posts: 283


My game does not use the grabinator... the problem is trying to ensure where a player will spawn from.

With the tower idea in mind... Lets say player 1 is climbing the tower and he makes it to checkpoint A, meanwhile player 2 is still climbing the tower and has not made it to checkpoint A on his screen. If player 1 and 2 die at the same time, how do I get player 1 to spawn at checkpoint A and player 2 to spawn at the beginning of the tower? (keep in mind, I'm trying to make a multi-player game where each player has their own screen.)
2011-05-15 03:58:00

Author:
KnutsoPX
Posts: 116


I think you could you use the no death controlinator teleportation technique. Take a look at this thread:

https://lbpcentral.lbp-hub.com/index.php?t=45072-Simple-Deathless-Teleporters&p=744577&viewfull=1

That method is only for one player, but it looks like Tamland in post #12 found a way to make it work with multiple players.

I would have the checkpoint system work as-is and just use this teleportation technique to transport the sackbot to the correct position in their tower each time they die. I don't know for sure that it would work, but from what I understand about that teleportation technique it should.
2011-05-15 04:43:00

Author:
anthman852
Posts: 66


I think you could you use the no death controlinator teleportation technique. Take a look at this thread:

https://lbpcentral.lbp-hub.com/index.php?t=45072-Simple-Deathless-Teleporters&p=744577&viewfull=1

That method is only for one player, but it looks like Tamland in post #12 found a way to make it work with multiple players.

I would have the checkpoint system work as-is and just use this teleportation technique to transport the sackbot to the correct position in their tower each time they die. I don't know for sure that it would work, but from what I understand about that teleportation technique it should.

Hadn't really thought about that option, but I guess it might work.

So how would I get a specific checkpoint/teleport (controlintor set to eject the player immediately) to only "gobble up" player 1 and not player 2?

On second thought, the teleport idea isnt going to work since the player actually dies before they respawn. Unfortunately I don't think I can achieve what I am going for. Looks like sackbot's are the only way.
2011-05-15 04:55:00

Author:
KnutsoPX
Posts: 116


I'm not really sure. It looked like Tamland might have found a way to do it, but I haven't tried that out to be sure.

My best guess would be to put the controlinator on a piece of holo and then put a follower on the hologram to make it go to the correct checkpoint at which point it would eject them from the controlinator.
2011-05-15 05:09:00

Author:
anthman852
Posts: 66


I know how I could achieve something close to what I want with controlinators on holo following sackbots, I just think it is strange that there is no other way.


I'm not really sure. It looked like Tamland might have found a way to do it, but I haven't tried that out to be sure.

My best guess would be to put the controlinator on a piece of holo and then put a follower on the hologram to make it go to the correct checkpoint at which point it would eject them from the controlinator.

Sorry, i didn't read your post thoroughly before replying. I suppose i may be able to tweak a 'controlinator on holo' method to "transport" the player to the checkpoint. The thing is... The player actually dies, so they would have to spawn out of a checkpoint (somewhere) and then I would need to have the transport system move them to the checkpoint.
2011-05-15 05:27:00

Author:
KnutsoPX
Posts: 116


That is what I figured you would want to do. I can't think of any other ways to make it work. Here is a step by step version of how I would make it happen.

1. Player dies
2. Player spawns out of the checkpoint
3. A player sensor for that player triggers and emits the controlinator on holo
4. As soon as player enters the controlinator it activates the follower which follows a tag in the tower indicating where the player should go
5. Once you reach the spot in the tower you want to be make the controlinator/holo disappear, releasing the player.

You might even want to make it look like something is carrying the player back into the playing area, kinda like in Mario Kart when you die the little cloud thing carries you back.
2011-05-15 06:35:00

Author:
anthman852
Posts: 66


OK, so I have decided to go with the sackbot method, bu I still have one question. When the players come through the level entrance, how do I ensure each playr gets into the appropriate holo controlinator? I remember reading something about certain tags having priority over others, but I'm not sure. Any suggestions would be greatly appreciated.

...anybody there?

The only thing I can think of it to have a character select screen where each player selects a certain color sackbot (which i am not opposed to). Without doing this, I can't think of any way to make sure each player goes to their respective sackbot. Im pretty sure if there are multiple invisible controlinators at the entrance, player 1 will auomatically go to the one furthest to the left so I'm wondering if the other players will follow suit...Any suggestions?
2011-05-18 17:43:00

Author:
KnutsoPX
Posts: 116


The only thing I can think of it to have a character select screen where each player selects a certain color sackbot (which i am not opposed to). Without doing this, I can't think of any way to make sure each player goes to their respective sackbot. Im pretty sure if there are multiple invisible controlinators at the entrance, player 1 will auomatically go to the one furthest to the left so I'm wondering if the other players will follow suit...Any suggestions?

Does it really matter if they end up in the "right" controlinator? I think it's more important that they respawn back to the same one they started at rather than the "right" one from the beginning.
2011-05-19 13:30:00

Author:
shane_danger
Posts: 283


Hmm...Anthman, Thats a very clever idea2011-05-19 16:11:00

Author:
Sean88
Posts: 662


Does it really matter if they end up in the "right" controlinator? I think it's more important that they respawn back to the same one they started at rather than the "right" one from the beginning.

Well I was originally thinking that the sackbot's would have the player's costume, but sine this is a mini game that goes along with a sic fi themed level, i think I will just have the players select what color space suit they want. Unless any one knows how to make sure the players go to the sackbot with the appropriate costume...
2011-05-19 21:28:00

Author:
KnutsoPX
Posts: 116


Is there a copy owner option on a sackbot's costume section?
Can't quite remember if copy owner/nearest player was controllinator specific.
2011-05-19 21:33:00

Author:
Radishlord
Posts: 706


Yes...their is an option to make the sackbot copy the costume of whomever is controlling it.2011-05-20 00:03:00

Author:
anthman852
Posts: 66


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