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#1

checkpoint help!

Archive: 6 posts


hello fellow sackpeople I was working on a player style checkpoint system kinda like for sackbots but for players instead. Now I got it all working making it animate only once was a hassle but i got it done. it works great the only problem i have to face now is all checkpoints will animate when spawning. I think i know how to fix that already. By attaching the activation of the checkpoint to the activation of that microchip.
Another hassle i have is when a player leaves the game completely or if the controller shuts off it trigers so if someone can give me some feedback it would be great XD here is a pictre of what I have done maybe that will help39650
2012-05-08 09:31:00

Author:
WESFUN
Posts: 1336


I'm sorry, but the resolution is too low for me to make any sense of it...
Have you tried uploading a photo to LBP.me instead? You can then link to the URL to get pictures of much higher resolution
2012-05-08 10:44:00

Author:
Slaeden-Bob
Posts: 605


ill publish a link here you go http://lbp.me/p/qnyxh8f2012-05-08 10:48:00

Author:
WESFUN
Posts: 1336


hello fellow sackpeople I was working on a player style checkpoint system kinda like for sackbots but for players instead. Now I got it all working making it animate only once was a hassle but i got it done. it works great the only problem i have to face now is all checkpoints will animate when spawning. I think i know how to fix that already. By attaching the activation of the checkpoint to the activation of that microchip.
Another hassle i have is when a player leaves the game completely or if the controller shuts off it trigers so if someone can give me some feedback it would be great XD here is a pictre of what I have done maybe that will help39650

What I get from that is that you want an animation to play once when the player checkpoint is first activated, and not to play again unless another checkpoint is activated first. However looking at your pic it seems I am either missing something or you are massively over thinking the problem. If i'm understanding correctly then all you need is a player sensor wired to a counter set to one, then wire that into a second counter also set to one but wired into it's own reset input and a tag. Then wire a matching tag sensor with max range to the reset of the first counter. Then wire the second counter to trigger your animation. This will only trigger the animation when it is first activated and won't b affected when a player spawns. You should also wire either counter to the checkpoint itself
2012-05-09 02:52:00

Author:
evret
Posts: 612


i managed to figure it out all i messed up on was the wireless playertracker system was somehow detecting unspawned players so i had to change it back and it works perfectly now 2012-05-09 05:39:00

Author:
WESFUN
Posts: 1336


Thanks WESFUN for your info. I have an invisible chackpoint that I only want to animate when the player enters the first time. Right now it also triggers just walking past it. I'm guessing there is a chance that the invisible checkpoint might not cooperate as I didn't even know you could wire to a checkpoint!!! I guess I now have some fun in store for me. Thanks.2012-05-09 19:38:00

Author:
peoriaspitfire
Posts: 359


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