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SingleLife Levels and EndGame when dead
Archive: 10 posts
cant figure out how to do this what i want to do is create a level in which whatever number of sackpeople come into it they only have one life, not like you can "tweak" the start point, and no matter what i do my Game Ender will not trigger, i tried an inverted player sensor that covers the whole play area, but as soon as you lose all lives...."you have lost all your lives.....Replay....Return to Pod" any ideas? i have seen heaps of SingleLife levels with EndGame on death (warp to one of the end points) also in the tutorial it says to "wire the game ender to one of the end points"....game ender has no outputs!! | 2011-07-13 18:48:00 Author: Unknown User |
I think what you can do is activate the Scoreboard after the start of the level (you don't need a game ender). The scoreboard acts like a checkpoint if I remember correctly, so players who die end up there. I haven't played around with scoreboards recently though, so I might be wrong. If not, you can always just hook up a checkpoint and do what you need over on to it. | 2011-07-13 20:24:00 Author: Gilgamesh Posts: 2536 |
Hi I have your solution. Just curious if you know how to setup a player controlled sacbot with the controllinator on a piece of holographic material and a follower. (just its easier to explain that way. | 2011-07-13 21:25:00 Author: Sean88 Posts: 662 |
Mabye have a material to destroy the sackboy spawn point? As soon as you spawn | 2011-07-13 23:25:00 Author: zzmorg82 Posts: 948 |
Mabye have a material to destroy the sackboy spawn point? As soon as you spawn won't work, since there is nothing activating the end point, also, just having the material to destroy the start point will only cause the replay or return to pod message, yes it will result in single life but it won't use the scoreboard, not a good design idea... Scoreboard acting as checkpoint makes sense, I'll try that when I get chance | 2011-07-14 04:01:00 Author: Unknown User |
All you have to do is wire a player sensor to the scoreboard. Put the entrance somewhere where players can't return to it. Once the scoreboard is activated you are good to go. There are no inputs, you just wire it right to the center of the screen. | 2011-07-14 05:31:00 Author: shane_danger Posts: 283 |
Hi I have your solution. Just curious if you know how to setup a player controlled sacbot with the controllinator on a piece of holographic material and a follower. (just its easier to explain that way. Wait, is this a bargain for information? | 2011-07-14 11:53:00 Author: sp0ngyraver Posts: 407 |
lol, Sorry about sounding cryptic there, Just i meant I might have A POSSIBLE solution, but I think Shane Dangers idea is is the way to go A player sensor to the centre of a scoreboard works I was actually thinking the wrong way (as in using a game ender to end the level, not the scoreboard). | 2011-07-14 13:28:00 Author: Sean88 Posts: 662 |
You need to set a player sensor to invert so that it activates when no one is in the sensor, then hook that up to a game ender that is set to success. If you want me to show you my psn is the same as on this. EDIT: I just built a model doing what I posted and it worked without fail, HOWEVER if players go back to the checkpoint they can respawn dead players. I recomend after the players are there use a piston to yank the checkpoint out of reach. | 2011-07-15 00:02:00 Author: fly_4_a_jedi Posts: 151 |
Set a destroyer in the start gate activated by a require all players sensor. That way it destroys the gate after everyone enters. | 2011-07-15 03:20:00 Author: sp0ngyraver Posts: 407 |
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