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Way to stop random spawning in versus mode?
Archive: 7 posts
Is there any way to stop random spawning in various location in a level if the level is set to versus mode? I've tried searching the site but can't seem to find an answer. Thanks in advance. | 2013-07-02 22:37:00 Author: Unknown User |
Hmm good question, I've never I guess dealt with vs mode with multiple checkpoints before. Maybe u can hook up the save gates to a selector and whichever slot the selector is on, only that checkpoint will activate. Let me know if that works or if you came up with a separate solution, I would love to read it . | 2013-07-03 16:40:00 Author: L-I-M-I Posts: 611 |
Sadly, no. Versus levels are made so that players can spawn out of any checkpoint (except the scoreboard), to act sorta like a minigame. Once the time limit or point limit is reached, or once a game ender is activated, they are teleported to the scoreboard. | 2013-07-03 17:03:00 Author: L1N3R1D3R Posts: 13447 |
hI Jay14. There is but it can be tricky to implement as it requres logic to do and has limitations. 1. Heres the basic layout setup. As you enter the entrance gate, have it be destrtoyed. Along the way, wherever you want a checkpoint, place a player or impact sensor wired to a blue tag labeled CHECKPOINT. Also place near the entrance a 5x5 holographic grid and on this place a checkpoint. Also place a chip on this with a exact instant follower ( labelled Blue tag CHECKPOINT) How this will work. As the player spawns and the checkopint destroys, it will fire te first checkpoint marker (Turn on the Blue CHECKPOINT tag). The checkpoint gate will follow to the location the gate entrance gate was at. It will remain there untill... the player crosses the next marker, at which point the Blue tag CHECKPOINT activats again. The checkpoint will now follow to the new location. The player continues, untill he crosses next marker, at which point the checkpoint follows to the new point, and so on. Essentially instead of multiple random checkpoint, you now only have one, which, sequencially follows from marker to marker. I hope this helps my friend | 2013-07-04 01:16:00 Author: Sean88 Posts: 662 |
hI Jay14. There is but it can be tricky to implement as it requres logic to do and has limitations. 1. Heres the basic layout setup. As you enter the entrance gate, have it be destrtoyed. Along the way, wherever you want a checkpoint, place a player or impact sensor wired to a blue tag labeled CHECKPOINT. Also place near the entrance a 5x5 holographic grid and on this place a checkpoint. Also place a chip on this with a exact instant follower ( labelled Blue tag CHECKPOINT) How this will work. As the player spawns and the checkopint destroys, it will fire te first checkpoint marker (Turn on the Blue CHECKPOINT tag). The checkpoint gate will follow to the location the gate entrance gate was at. It will remain there untill... the player crosses the next marker, at which point the Blue tag CHECKPOINT activats again. The checkpoint will now follow to the new location. The player continues, untill he crosses next marker, at which point the checkpoint follows to the new point, and so on. Essentially instead of multiple random checkpoint, you now only have one, which, sequencially follows from marker to marker. I hope this helps my friend Or emit destroy checkpoints, brilliant idea, Sean | 2013-07-04 04:34:00 Author: L-I-M-I Posts: 611 |
Yup. Thankyou L-I-M-i | 2013-07-04 13:56:00 Author: Sean88 Posts: 662 |
Sean88 helped me accomplish this in my Country Fun Fair level. (Thanks again Sean ) http://lbp.me/v/b27sr- | 2013-07-04 19:04:00 Author: Lady_Luck__777 Posts: 3458 |
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