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Need help with player specific checkpoints (versus level)
Archive: 8 posts
I'm putting together a new versus level... here's a screenshot. 41144 basically, players drop into the level with a grabinator and need to stay on the wooden wheels at the bottom of the screen. If they fall off the wheel. They get zapped. The wheels are set to increase in speed every time a sackboy hits the color-coded button on the hamster wheel. In order for this to work I need the two players to enter into their own specific checkpoints... Any ideas how to make this happen? I'm almost done with the rest of the level, but I'm stumped on that one part and I don't want to publish anything until I can get at least that one piece worked out... | 2012-07-26 02:15:00 Author: HeySK Posts: 54 |
That would be kinda hard to do without sackbot checkpoints, because of the game mechanics it wont allow you to have more than one checkpoint on at a time. So you can make some sacbot checkpoints if you want. Make sure to have the sackbot copy the players costume i you do (; Hope I helped some! | 2012-07-26 02:24:00 Author: Unknown User |
You could have a player sensor on each wheel, output inverted, connected to a timer (to allow for the time for a player to die). Use that to activate the appropriate checkpoint. | 2012-07-26 02:37:00 Author: Brannayen Posts: 438 |
I tried the player sensor setup, but I couldn't get it to work. Also, I'd need to make the sensor a decent size, because players can jump on the wheel, they just can't fall off... How would the sackbot-specific checkpoint work? | 2012-07-26 03:29:00 Author: HeySK Posts: 54 |
Well if you have two controllable sackbots and set the checkpoints to emit that exact sackbot, You can have multiple checkpoints activated. If you have questions, message me on PSN: trevnd2010. I have quite a good experience with this stuff. | 2012-07-26 03:35:00 Author: Unknown User |
I think I figured out a pretty good fix. I hooked up 2 player sensors in the middle of the court. One reads the left hand area the other reads the right hand area. I then wired those to two separate tags. (When there's no player on the left, the left tag activates. When there's no player on the right, the right tag activates) I then hooked up a look-at sensor to each tag and placed them on a block of material (and cranked up the speed). I used some sticker panel to fix my entrance materials to the moving gate. Now I have one checkpoint that automatically places itself over the empty play area. Here's a screenshot from the game; if anyone's interested I can post screenshots of the game later. To see it in action, try http://lbp.me/v/dcdbwp checkpoint on the left: http://i9.lbp.me/img/ft/699c7b6f8960a6eeda70ba41fc65409879703a86.jpg checkpoint on the right: http://i4.lbp.me/img/ft/ac40cffe9dd1301c7b6a78ba81cb756ef5a9fb98.jpg | 2012-08-01 12:16:00 Author: HeySK Posts: 54 |
What happens if both players die? | 2012-08-01 18:54:00 Author: Deurklink1 Posts: 346 |
even if they die at exactly the same time, theres a delay in the respawn. I f you set the look-at sensor to go quick enough, p1 drops into the player sensor area and p2 is tossed into the other section | 2012-08-01 22:04:00 Author: HeySK Posts: 54 |
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