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How can i not lose points when the sackboy dies?

Archive: 7 posts


Hi,

I'm making this top down shooter. What i did i kill my sackboy when my ship explodes so that he spawns at another checkpoint. That all works quite allright except for the fact that the player loses points when the sackboy dies. Is there a way to avoid this? Or to know exactly how much points the sackboy loses?

Thank you
2011-12-13 12:42:00

Author:
Stinkin Mushroom
Posts: 117


Is it mandatory that your Sackperson and his Controllinator is mounted directly on the top-down vehicle? I normally mount my Controllinators on separate bits hologram and have the holo follow the controlled vehicle, this allows you to destroy the vehicle, without destroying the Controllinator, because they aren't connected.

If you want to use this method, with re-spawning vehicles, you just need Remote Control, and to have the Sackperson follow the vehicle he controls. That should resolve your problem.

In my RemboBots level, each and every bot is controllable, and there are well over the 8 different colours of Remote Control, so I set up a system where only one vehicle of a given colour has it's remote control enabled at a time. I can write more about that if it's helpful, but for now, I'm just assuming that you only need one respawning vehicle with no issues regarding large numbers of possibly-controlled vehicles.


Alternatively, assuming it is mandatory your Sackperson be mounted directly on the vehicle, you could try ejecting him moments before the first vehicle is destroyed, and then have him sucked into another Controllinator that works as a Spawn point. Then once the replacement vehicle is spawned, that spawn Controllinator ejects him out, and into the new vehicle. Perhaps not as attractive as the former suggestion, but it should work.
2011-12-13 13:37:00

Author:
Ostler5000
Posts: 1017


Hmm.. i didn't explain very well, i did it like this:

my sackboy is on a controllinator near the entrance: he controls the ship but is not on the ship. Then what i did is when my ship gets hit, i eject my sackboy from the controllinator and dies in some plasma that the player can't see, then the sackboy respawns at another location near the exit...

I'm gonna try remote controlling but i never actually used that.
2011-12-13 13:46:00

Author:
Stinkin Mushroom
Posts: 117


I don't see why it's neccesary to eject him into Plasma, to be honest.

I sounds like you're making a survival level where there's no respawn? Am I correct?
2011-12-13 13:49:00

Author:
Ostler5000
Posts: 1017


I don't see why it's neccesary to eject him into Plasma, to be honest.

I sounds like you're making a survival level where there's no respawn? Am I correct?

how can i 'teleport' my sackboy from one place to another very fast then?
2011-12-13 13:51:00

Author:
Stinkin Mushroom
Posts: 117


Firstly, move your Controllinator onto Hologram, and don't glue it to anything.

Once your game has started and the player can no longer see their Sackperson or where he happens to be, have a Follower Mover in the players Controllinator turn on. Have it move to a Tag, and let's just label it 'End_Game_Waypoint'
Do make sure the Movers awareness radius is big enough to get to the Tag from it's start point.
Place a tag where you previously wanted your player to respawn, labelled the same. In my example, that's End_Game_Waypoint
Finally, when you were ejecting your Sackperson before, should remain the same. However this time, he'll be ejected from the Controllinator where he should be, without need of a respawn.
2011-12-13 13:58:00

Author:
Ostler5000
Posts: 1017


lol ok found a way to not let him die . Thanks for the advice . It was a camera issue


Firstly, move your Controllinator onto Hologram, and don't glue it to anything.

Once your game has started and the player can no longer see their Sackperson or where he happens to be, have a Follower Mover in the players Controllinator turn on. Have it move to a Tag, and let's just label it 'End_Game_Waypoint'
Do make sure the Movers awareness radius is big enough to get to the Tag from it's start point.
Place a tag where you previously wanted your player to respawn, labelled the same. In my example, that's End_Game_Waypoint
Finally, when you were ejecting your Sackperson before, should remain the same. However this time, he'll be ejected from the Controllinator where he should be, without need of a respawn.

Oh my , ok now i understand. That's perfect, gonna do that. Thank you

works perfectly , thank you
2011-12-13 13:58:00

Author:
Stinkin Mushroom
Posts: 117


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