#1
Anyone Notice This [Move Story Related]
Archive: 16 posts
The entrances at the start of levels all have infinite lives. O_O how??? | 2011-10-09 08:20:00 Author: RibShark ![]() Posts: 83 |
I didn't notice! ![]() I'll have to go an check that out tomorrow... when it's not 4:30 am. | 2011-10-09 08:25:00 Author: xero ![]() Posts: 2419 |
Are they just infinite life checkpoints, or are they actual entrance gates with infinite lives? If it's the former, that's easy to do, if it's the latter, most likely Mm Magic ![]() | 2011-10-09 11:01:00 Author: kirbyman62 ![]() Posts: 1893 |
If it's the former, that's easy to do ...And to to this, you simply wire a signal (for instance by using a NOT gate) into your Inifnite Life Checkpoint. This Checkpoint will now count as being active even before players spawn, and they will therefore enter the level through this particular Checkpoint ![]() This technique was very usefull for debugging long levels with several Checkpoints back in LBP1 before we had the useful Preview option in Create Mode. Edit: Back then I would use Inverted Grab Switches instead of NOT gates ![]() | 2011-10-09 13:03:00 Author: Slaeden-Bob ![]() Posts: 605 |
Are they just infinite life checkpoints, or are they actual entrance gates with infinite lives? If it's the former, that's easy to do, if it's the latter, most likely Mm Magic ![]() It's the latter, so yes, probably Mm Magic! | 2011-10-09 13:58:00 Author: RibShark ![]() Posts: 83 |
It's the same in the Da Vinci theme in LBP2, though in those they always put an infinite life checkpoint after the entrance point, so you never notice they are cheating ![]() | 2011-10-09 15:51:00 Author: rtm223 ![]() Posts: 6497 |
Silly Silly people. If you place a infinite life checkpoint (or any other kind) in a level, the start entrance is destroyable and the other checkpoint becomes the starting one. | 2011-10-10 01:11:00 Author: Cactii ![]() Posts: 426 |
Silly Silly people... If you destroy the Level Entrance, the oldest Checkpoint (Create Mode time line wise) becomes the new acting Entrance - if no other proper Entrances are available that is! If you want a particular Checkpoint out of the 20 or so checkpoints placed in a level to be the Entrance, triggering it with logic is still the easiest way to assure this ![]() | 2011-10-10 11:50:00 Author: Slaeden-Bob ![]() Posts: 605 |
Now, it would be surely interesting to know why the game behaves like that. | 2011-10-10 13:05:00 Author: OmegaSlayer ![]() Posts: 5112 |
If you destroy the Level Entrance, the oldest Checkpoint (Create Mode time line wise) becomes the new acting Entrance - if no other proper Entrances are available that is! If you want a particular Checkpoint out of the 20 or so checkpoints placed in a level to be the Entrance, triggering it with logic is still the easiest way to assure this ![]() or just have activated checkpoints saved in your popit like me. but normally that's not really important. it don't really take much time to mess with checkpoints. as soon as i start a level the first thing i do, besides 2 or 3 other things, is delete the start checkpoint, then replace it with the infinite one. I don't trust logic to not mess up with online lag or something with it comes to something like this. so it's best to make sure everything is built right without odd work arounds like emitting the start checkpoint or turning on another one with logic. even if it takes little more time to do so, it's worth being little more safe IMO. *mew | 2011-10-10 16:47:00 Author: Lord-Dreamerz ![]() Posts: 4261 |
I think the entrance checkpoint should be with infinite lives, because we're going to restart on the same checkpoint all the time ![]() | 2012-02-11 14:29:00 Author: cakito123 ![]() Posts: 353 |
I think the entrance checkpoint should be with infinite lives, because we're going to restart on the same checkpoint all the time ![]() It should be tweakable. There is no reason that I should not be able to choose whether or not my entrance has infinite lives. Hell, they could've copy-pasted the code from checkpoints over to entrances and changed a few things to more closely match the behaviour of an entrance, and they could implement it in less than five minutes. | 2012-02-11 15:34:00 Author: xero ![]() Posts: 2419 |
So make the entrances have single, double, or infinite lives, you choosing which one to have? I'd think on default it would be single-life as it always has been. We should tell MM this idea! | 2012-02-11 15:58:00 Author: L1N3R1D3R ![]() Posts: 13447 |
Maybe I actually do something special and don't realize when creating but I am sure that getting out an Infinite life Checkpoint and then placing it down lets you delete the entrance one. Then you just spawn from the first one don't you? Or have I been doing something I haven't noticed for a long time? Got me worried lol | 2012-02-21 14:37:00 Author: LittleBigSnooth ![]() Posts: 454 |
Maybe this will clear things up: You start with an Entrance. If you place another checkpoint, you can delete the entrance. If you have only one checkpoint you cannot delete it by normal means. If there is only one checkpoint, regardless of type, and you go to play mode, you will spawn through that checkpoint. If you have more than one checkpoint, you spawn through the active one or the oldest one if none are active. If there is no active checkpoint, you spawn through the entrance. If the Move Pack levels have Infinite Life Entrances, then yes, only Media Molecule has access to this feature as of now. This is similar to their ability to make pink text and correctly spaced symbols in speech bubbles, as well as floating text without sticker panel (as seen in the introductions of both LBP1 and LBP2). | 2012-02-24 02:07:00 Author: MegaNarwhal ![]() Posts: 60 |
Ah right, I was sure that I was having infinite checkpoints only, thanks for clearing that up my friend. | 2012-02-24 08:56:00 Author: LittleBigSnooth ![]() Posts: 454 |
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