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#1

multiple checkpoints active in versus?

Archive: 7 posts


I'm wanting to make a new versus platformer where everyone progresses through level at their own pace based on skill, but I'm having an issue with checkpoints.

There would be an entrance and checkpoints at various parts in level, but level moves from beginning to end. So what if one player reached a checkpoint ahead of the one the other player is at? Can 2 cps be active at once? If not I can settle with once one person reaches next cp it will spawn both at newly reached cp. I'll just have to place bubbles before cp so the one that actually made it gets the points.

Also, how can I make it where players don't randomly spawn at any cp in versus. I want them to spawn from entrance and then when next cp is activivated they spawn from that one.
2011-09-26 19:33:00

Author:
Hana_Kami
Posts: 393


Best way to accomplish this is to have one starting spawn that puts everybody in a sackbot. Then use sackbot spawning logic for the rest of it. It's extremely simple logic and works wonders! If you need any help with it, you can always send me a message or something.2011-09-26 19:36:00

Author:
Speedynutty68
Posts: 1614


Okay, thanks . . . but what do you mean by sackbot spawn logic? I know how to get new sackbots to spawn at cps but that doesn't change the cps players spawn out of, but never knew sackbots themselves can spawn. And I don't see how that would solve the problem. Sorry, I don't understand how that works. ><2011-09-28 21:01:00

Author:
Hana_Kami
Posts: 393


Essentially, you have to engineer your own checkpoints. Have a tag on each sackbot. Each player will be invisibly following their sackbot, of course. Each "checkpoint" will be monitoring each tag, both within a small range, and at max range. When you pass by the checkpoint, the tag on the sackbot trips the tag sensor, updating that sackbot's spawn point to that checkpoint. The maxed out tag sensor checks to see if you've died (when it doesn't see the tag, it's because you died). It emits a new sackbot at that checkpoint. This is how I created my own checkpoints for my ancient contraptions level. Let me know if this helps, or if you have any questions.2011-09-29 01:12:00

Author:
Brannayen
Posts: 438


Yea when I said "Sackbot spawn" I meant logically made sackbot checkpoints... xD When the 'checkpoint' senses the bot isn't there, it activates an emitter. Here, have a picture of mine:

http://i0.lbp.me/img/ft/9d0f422a0dc2abd402b598174b94e780684e1fb6.jpg

Each selector output is another theoretical checkpoint.

That sackbot checkpoint logic is for 3 different bots. Each row corresponds to the same row on every chip. (Meaning that each row controls spawning for 1 sackbot) The selectors change which spawn point emits the new bot once you die. The first tag sensor changes which selector output is on. (This is like the lighting up of a normal checkpoint when you run past it) The second tag sensor senses whether or not it's specific bot is in the level anywhere. If not, it turns on and goes into the AND Gate. When the selector is also going into the AND Gate, the emitter activates, thus bringing out a new bot! :-D It's pretty simple. I just wanted to limit more things. Lol...
2011-09-29 01:19:00

Author:
Speedynutty68
Posts: 1614


@Brannayen:

What you describe sounds like a setup I have in my wind level I'm working on where players follow sackbot in a controlinator on invisible holo with a follower and controlinator set to transmit, so if player dies (actually a sackbot) then they respawn at last activated cp, but that still doesn't say how 2 different players can each have a different cp activated.

@Speedy:

I'll have to try this. This might be what I'm looking for. I already have sackbot spawning in another level, but not where more than one cp can be active at once, like player 1 is still at cp earlier in level, while player 2 is at a cp later in level. So it seems I don't have much to change to do what I want. Guess I can copy my logic from the wind level to the level of topic and change it a little.
2011-09-29 02:24:00

Author:
Hana_Kami
Posts: 393


.

If you can't get it to work. I can just give you a copy of my 4player bot system logic.
sense your on my friends list it not be much trouble~ *mew
2011-09-29 03:14:00

Author:
Lord-Dreamerz
Posts: 4261


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