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Specifying Respawn Locations

Archive: 8 posts


Another help question.

My next track is actually coming along rather swimmingly. The *only* problem (knock on wood) that I seem to be having is the game deciding to respawn everyone out of bounds in some areas. The conveyor belt area I mentioned in another thread is having the most issues because the game respawns the characters underneath the belt! Then the characters have to pop, and they end up outside the designated track altogether.

I have breadcrumbs and pathfinders set up everywhere, but there are still some spots where the game thinks it's okay to respawn players on the ground floor. I hate asking so many help questions, but my projects always seem to have something wrong with them that I can't figure out.
2012-12-09 15:17:00

Author:
Remy
Posts: 252


Have you tried painting the original track (under the conveyer?) with no spawn? Have you placed pink spawn points after the hazard to pull players towards that?
Have you changed the global options for resetting to something weird?
2012-12-09 17:25:00

Author:
TheAdipose
Posts: 533


The main track is actually over the conveyor by a pretty large amount since there's a jump at the end of the conveyor that lands the players in a higher location. It was easier to place breadcrumbs that way. Pink spawn points don't seem to be working, and the global settings are the defaults.

It'd be nice if track checkpoints were available just to give us the option to place them all ourselves. I'd feel much better attaching a player sensor to a checkpoint and have those laying around everywhere. Should I try lowering the track? The breadcrumbs are exactly where they need to be, so I'd rather not mess with them (they're so finicky...much like me :blush.
2012-12-09 18:05:00

Author:
Remy
Posts: 252


Try painting the road surface to the red dashed no respawn/autoreset zone, and then moving the road surface under the drivable surface. This should fix the problem.2012-12-10 18:48:00

Author:
Manlius10A
Posts: 88


Okay, so...this is working so far. I'm knocking on wood for that. I've had to redo what Manlius suggested a number of times to prevent AI and players from respawning off the track, but I just did a test run. I didn't notice a single racer driving where they shouldn't have. That's a good sign, so I just hope it stays that way.

Thanks so much for the help, guys. This has been a really frustrating snag. Now I just need to get that blasted conveyor belt to work the way it's supposed to, and the track should be ready to go (aside from adding score/prize bubbles and whatnot). Funny, that's the only section that has given me trouble throughout this entire create journey, but if the belt doesn't work perfectly, I don't care. As long as everyone is driving where they're supposed to.

Thanks again. :3
2012-12-11 00:50:00

Author:
Remy
Posts: 252


Okay, so I figured I would post a video of my setup to see if that helps at all.

In the beginning, I basically show where the breadcrumbs are. Below the right set of pipes is where the bad respawn point is.

At 2:21, I manage to pop myself out of bounds. If you are hit by an item while inside the pipe, it could happen. Sometimes the game respawns correctly. Other times it places you either in the fire or underneath the pipes (in the exact same two locations). Anywhere else, and you respawn inside the pipe either at the beginning or right after the first bend on the right side.

At 3:42, that's what the track looks like. It is actually placed inside the pipes, so it feels like it shouldn't be placing racers out of bounds. I've tried lowering and raising the track, but that doesn't work. You can also see where I placed the "No Respawn" part. I went back and forth in one area where I had a "No Respawn" stretch before, but it still didn't work. I'm worried that if I paint that entire section with "No Respawn" that popping there would cause you to skip an entire section of track making it more beneficial just to fall in the fire.

I'm actively working on fixing this issue, but I need a break. Hope this helps anyone who is trying to help me! If something is glaringly wrong with the setup, let me know.

If you can't watch the video here, this is a link. I set it as "Unlisted" - http://www.youtube.com/watch?v=asKVWK8JS9U



http://www.youtube.com/watch?v=asKVWK8JS9U
2012-12-12 09:25:00

Author:
Remy
Posts: 252


Two possible issues here that I see:

1) The computer is getting confused between whether a racer is on the breadcrumb path or actual track. There is no auto reset zone for the breadcrumb path. My guess is that if the game sees the racer as being on the actual road, it resets correctly, but if the game sees the racer as being on the breadcrumb path it doesn't reset properly. So I have to ask why do you have breadcrumbs there? You can adjust the breadcrumbs to force where the game spawns you. On a breadcrumb path you will only be spawned when the bottom of the breadcrumb path touches either, the road, terrain, or a drivable object.

2) The other possibility is that you are exploding too far to the edges of the track so the game sets the respawn point at a width outside the pipe (and hence on the terrain below) I would also suggest decreasing the track width to the width of the pipe.

3) Finally, you could just move up the terrain to the bottom of the pipe. I know it sacrifices your initial artistic concept, but if all else fails, you might have to.
2012-12-12 15:43:00

Author:
Manlius10A
Posts: 88


I tried removing the breadcrumbs before from where the track was, at it just caused more issues. No matter where you popped, you ended up off the designated track if the breadcrumbs weren't moving along the invisible track. It's weird because I also thought that was part of the problem when in fact, having the breadcrumbs along with the track actually helped.

I tried decreasing the width of the track, but that didn't work either. I added a pathfinder to make the pipes drivable...no dice. I also reapplied the breadcrumbs to the path to make them fit around the pipe, but whenever I popped then, I ended up respawning all the way to the jump underneath the Clive head.

Finally, I raised the terrain. The game is bound and determined to spawn the player on the ground. I think this is it. I'm going to keep a copy of this version with both sides, but I may just publish the track with the left pipe section open at all times. It kind of ruins the effect of the racers branching off and coming at each other head on at the end of the pipe, but whatever. This just isn't working, and it shouldn't be this difficult considering the other side is working beautifully.

Thanks a ton for the help! I don't know if I'll come back to this.
2012-12-12 20:01:00

Author:
Remy
Posts: 252


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