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Make a controlled sackbot respawn?!

Archive: 4 posts


Hello!

Many levels use a sackbot which is controlled by the player and this sackbot is (when you failed at a jump or something like that) respawned at a normal checkpoint with full control... I wonder how that works
If I control a sackbot with the controllinator everything is fine, as long as the sackbot doesn't 'die'^^ How do I manage it that this sackbot respawns at the last passed checkpoint and I can go on?

I want to make a level where the player controlls a vehicle he/she sits in. But of course the level has to have some obstacles, otherwise it'd be boring... but if that vehicle crashes, how do I manage it that this vehicle respawns with the player (or sackbot looking like player) at the last activated checkpoint?

Thank you in advance, any tipp or hint is appreciated :star:
2013-07-26 10:25:00

Author:
Chup
Posts: 95


Hi Chup,
Make the sackbot as you normally would, but on his chip place a red tag labelled, ' ACTIVE SACKBOT'.

Now, on each sackbot place a chip with the following logic.
Have a red tag sensor (ACTIVE SACKBOT) and tweak it. Set minimum radius to 0.0 , max to the distance to the next checkpoint, and angle to be 180. Turn this tag sensor on the chip so that it the detection cone is facing to the right (turn it 90degrees).
Next Wire the Red ACTIVE SACKBOT tag sensor into a not gate and wire the not gate into an emmiter (set this to emmit instantly and once, with infinite duration).
Next place this on a spawn gate and tweak the emmiter, so that it emmits your sackbot once, to the right of the spawn gate, copy nthis for each spawn gate, just adjusting where the sackbot is emmited each time.
NOTE- You only save the sackbot, not his controlling invisible seat, and only emmit the sackbot, not the seat the player is in, that is only there at the start and never gets deleted, it just follows to the next created sackbot.

HOW IT WORKS-

As you enter the level,you auto enter the invis seat that follows your sackbot. the first sackbot is already there. Ok, you move to the right, adventuring. You come to the next checkpoint, the sackbot has an always on tag on his chip (the red ACTIVE SACKBOT one), as you cross to the right past the chip on checkpoint, the tag sensor sees that this tag is on, so emmits nothing. The player continues to the right, adventuring again. He dies. As the bot part destroys, the previous tag sensor now detects that the tag is gone and off. So, it emmits a new bot back at the passed spawn gate. Also have the controller seat will follow to the a tag on the new bot. This will happen at each new checkpoint/chip location.

The tag sensors detection area ios very important. Its set to be only facing right, so that the player will need to cross it or be to the right of it to be sent back to that checkpoint. Also the max radius needs to finish just before the new chip radius stars..
Like this

1........2........3..........4.........5
The numbers are the checkpoints, the dots are the radius.

Hope this helps
2013-07-26 12:55:00

Author:
Sean88
Posts: 662


Thank you very much for the detailed explanation! I'm going to try it out right now 2013-07-26 19:07:00

Author:
Chup
Posts: 95


Glad to help. I hope it works the way you want. Lets know if it doesnt 2013-07-26 19:20:00

Author:
Sean88
Posts: 662


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