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#1

resetting obstacles

Archive: 6 posts


I've seen this asked before but I can't seem to find a straight answer. I'm looking to reset one or more obstacles after the player dies. it's just a sponge on a wrench connector but it can only be used once or it gets caught on another piece of the obstacle. I only need it to reset if the player dies and needs to grab the sponge again. I tried an emitter but (please correct me if I'm wrong) it doesn't seem to work with such a simple object. is there another way to reset the sponge or fix the emitter?

thanks in advance.
2011-11-09 01:44:00

Author:
Unknown User


What is the sponge attached to? Because you could just attach it to a peiece of invisible hologram then emit that.2011-11-09 01:54:00

Author:
Undarivik
Posts: 442


I might sound slow but this is my first level. I've never used the hologram material and without any tutorial on it, I don't really know it's capabilities. right now, the sponge is just attach to the ceiling of the structure. sorry for all the questions!

oh, and I may have been unclear. the sponge needs to attach to the wrench connector so the player can go downwards while hanging on it.
2011-11-09 02:02:00

Author:
Unknown User


Change it to a piston, have the imput of the grab on the sponge be fowards backwards and it should work multiple times.2011-11-09 02:26:00

Author:
Undarivik
Posts: 442


or you could make it a winch if you want it less stable like string. i'd be interested in a more complex solution to a more complex situation to be honest because this is a question i just know i'm going to be asking pretty soon myself.

now wouldn't it be handy if you could have a sensor that reset anything within it's redius back to it's original state!

anyway for this:

holographic material has no physics so it can be placed anywhere including inside other material.

make your obstacle and attach it to the holographic material. now take a chip place it on your obstacle and put a destroyer on it. you will need a player sensor. set the player sensor to inverted (this will activate when you are NOT there) make sure the radius reaches the checkpoint and attach this to the destroyer. capture it. take out your emitter and place it down. now take your captured obstacle and place it where you want it.

now place a player sensor down near your checkpoint that will set the emitter off. i haven't tried this myself but i'm sure the gap between dying and reappearing is long enough for the sensor on the obstacle to switch the destroyer on and of course when you reappear the other player sensor with emit your obstacle again.

don't forget to set it up like this from the start. don't put the obstacle in yourself. let the emitter do the job even on the first playthrough
2011-11-09 04:51:00

Author:
GribbleGrunger
Posts: 3910


Just use a selector with the second output hooked to whatever happens to the obstacle when you are there, then hook the first output up to the resetting of the obstacle. In your case, have a player sensor right next to the most previously activated checkpoint. Hook that up to the first input of the selector. Hook up a player sensor right next to the obstacle to the second input. RikiRiki-Ita always does this.2011-11-12 01:49:00

Author:
L1N3R1D3R
Posts: 13447


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