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Controllinator Teleporting

Archive: 5 posts


So, I've seen tutorials for Controllinator teleporting-- Basically, take an invisible material (or not, if you don't care whether or not your players see the teleporter), stick four controllinators (one to accomodate each player) on it that are set to automatically enter, with an enter radius as big as you need (5000 is the max, and it can essentially get you to the other side of the entire level, if you really need to go that far), and have the Controllinators eject you and get destroyed in rapid succession so the players can continue on with the level. Then just shrink the 'panel' of controllinators all the way down and stick it in an emitter.

Now then, I'm sure you've heard this problem before, but I can't find an answer-- When I do this, I die. I studied the motions very carefully, and what's happening is that Sackboy is jumping into the next controllinator every time he's ejected from the previous one. So what ends up happening is that, while you're jumping from controllinator to controllinator, the things get destroyed while you're still in one, and you get taken with them. I solved this by simply putting only one Controllinator on the panel, but I know there's a way to make it work with all four (regardless of how many players are around), which is pretty important if I want to make a multiplayer level with one of these.
2013-03-28 08:33:00

Author:
Unknown User


You can still create four controlinator teleporters, just make it so that you get ejected and THEN a 0.1 timer destroys the controlinator panel, and just copy this for all four players.2013-03-28 18:30:00

Author:
geckohead135
Posts: 3


You need to have some one-shot counters hooked up to the eject of all the Controlinators. These need to be activated even if a player isn't in one of them : ) Hope this helps!2013-03-28 22:22:00

Author:
Hallm3
Posts: 252


Or, just use player sensors to emit single-use teleporters, one for each player.2013-03-29 01:09:00

Author:
Brannayen
Posts: 438


I really like the "One for each player" solution. Very simple. I have a player counter from the Creator's Toolkit, but I can also make one. Thanks, guys.2013-03-29 19:58:00

Author:
Unknown User


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