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Teleports and checkpoints...

Archive: 16 posts


Ok so ive been working with teleports, following Jaeyden's suit (see original post here (https://lbpcentral.lbp-hub.com/index.php?t=p=138874#post138874)) and was thinking about checkpoints... Like what if I want a difficult level, based around teleports, but including checkpoints so that death doesn't equal game over?

well ive had a few ideas about this (there may be away to do it with regulat checkpoins but im not sure how...) ok so first thing I noticed is that when I had the scoreboard on the level is that my sackboy was teleported to the end instead of to the teleport reciever...sent my scoreboard through an emitter, problem solved...

ok but what about checkpoints (correct me if Im wrong) but essentially to be 100% that you teleport will work, you need to have no other checkpoints active, and the port exit has to be the closest one... so If I want to (for example) port from bottom left to top right of the level, there can be no other checkpoints.

soo how about with obsticals? like if I want somthing hard, that players get more than one try on, what do I do..

Idea 1: Have a checkpoint go through an emmiter, unfortunatally im not sure this would work for me... problems include infinate lives, and an undeterminable lifespan of the port (if players die alot and take too long to get through the obsitcals they face game over, If they go to fast they pop out at the checkpoint they just came from) soo im not sure this would work

Idea 2: have a checkpoint set up to "break" just like the startgate on entering a level, have the emmiter spit it out when player crosses one prox switch, and have another prox switch set to break it with the piston when the player reaches the teleport pod. this could work, but unfortunatally I dont want a extremely large object emmited, and you cant hook nonemmited switches up to emmited objects... if plan C doesnt work, this will be my what I do.

Idea 3: ok so I was thinking, If a checkpoint is completly incased in dissolve matterial, will it activate? Like if there is no way for sackboy to get in or out, could you use that checkpoint? interesting question and Ill have to figure it out, but if covering it up does eleminate it as a possibility, I could have the checkpoint on the board and ready all set up but covered in disolve. then when you come out of one port pod, a prox switch disolves the cover, then when you get in the other port pod a second prox swithc destroys the checkpoint... Not sure if it will work but if so It could make things a little simpler.

anyway if anyone knows if Idea 3 would work let me know, I know Idea 2 would, just would rather not do it that way, and idea 1 is right out... If you have a 4th idea let me know aswell.
2009-02-02 19:53:00

Author:
Madafaku
Posts: 738


Ok so I tried all three ideas... turns out none work... for somereason on idea 2 my wires dissappear when the object is emmited.. not sure why, I thought wires could be emmited... anyway only thing im left with is to have an emmiter spit out 1 checkpoint with an infanant life span and have a rig ready to destroy it already in place... like maybe a big rock on a piston hooked to a proximity switch so when you reach the teleporter, the checkpoint (hopefully) is destroyed... idk kind of crude way to do it, but Im not sure what else to do at this point...2009-02-02 21:33:00

Author:
Madafaku
Posts: 738


Wait, so you want to have a level which includes teleports but still has spawns?

Check my teleportation guide and at the end I have a level which does that; if that isn't what you want then I'm bamboozled at what you're aiming at.
2009-02-03 19:32:00

Author:
Shermzor
Posts: 1330


yea I checked your port guide, thanks for that.. Im not sure, I was just thinking like you know if there are no spawn points, and you die, its game over. well what if I want some difficult parts in the game, so I want checkpoints, but I dont want the checkpoints to screw with the teleport system... I actually been playing around with it, have it working, (emmiter that spits checkpoint, after you pass all the obsticals a piston crushes the checkpoint with a big rock, using a prox switch set to directional, so you never acctually see the big rock... would like somthing a little more elegant but atm this works fine.2009-02-03 19:52:00

Author:
Madafaku
Posts: 738


You just always have to be thinking one step ahead of the player. You can emit a regular checkpoint at any time between ports. Just make sure you destroy it the next time a portal gets created.2009-02-03 20:18:00

Author:
Jaeyden
Posts: 564


You don't need to crush a checkpoint to destroy it. A .1 speed piston, preferably loose, will smash it to pieces if it hits an immovable object. Always need a sensor switch to trigger it after activation and not before though. It's much easier to manage than a more costly and relatively more complex crushing mechanism.

That's what I used for Fountain of Youth and False Idols 0.

As awesome as it is, I'm probably not going to try doing anything with these teleporters until the official Infinite Checkpoint is released... I don't have any good ideas for it right now anyway.
2009-02-03 20:31:00

Author:
Unknown User


You don't need to crush a checkpoint to destroy it. A .1 speed piston, preferably loose, will smash it to pieces if it hits an immovable object. Always need a sensor switch to trigger it after activation and not before though. It's much easier to manage than a more costly and relatively more complex crushing mechanism.

That's what I used for Fountain of Youth and False Idols 0.

As awesome as it is, I'm probably not going to try doing anything with these teleporters until the official Infinite Checkpoint is released... I don't have any good ideas for it right now anyway.

this was what I attempted first but I realized I couldnt hook a non emmited switch up to an emmited piston.. so my second try was to capture the whole thing, Checkpoint Piston and switch, and emmit the whole thing... this didnt work because for some reason the wire between the prox switch and the piston would dissapear everytime It was emmited.

soo crushing is the only thing i could think of.
2009-02-03 21:02:00

Author:
Madafaku
Posts: 738


Ah yeah... I don't know what is up with that. I forgot. I have older levels where I have emitted objects that retain all their switches, no matter how many or what kind, but ever since patch 1.07 I haven't been able to capture anything or emit anything with all the switches intact. It would be impossible to rebuild some of my older levels the same way they were done before, and it's currently not possible for me to build a level with a respawning vehicle that has any kind of a switch besides 3 way, 2 way or button.

I read what you said about emitted checkpoints, I don't know why I didn't remember when I replied
2009-02-03 21:08:00

Author:
Unknown User


yeah im hoping they fix that soon!2009-02-03 21:30:00

Author:
Madafaku
Posts: 738


The quick fix is to just use dark matter until they fix the capture object bug. Depending on the theme of your level you should still be able to hide the destroyer, the new thin layer glitch might be handy for fitting it into small places.2009-02-03 21:46:00

Author:
Shermzor
Posts: 1330


if got it... it is all in the blue key . As soon as the player is safe and the next checkpoint to teleport to is active you can then and only then delete the checkpoint. So, make the blue key emit when you pass over a player sensor, and since they are in the clear it is no problem, all you have to do is MAKE SURE THEY ARE IN THE CLEAR and then you got your PROBLEM SOLVED, cha ching.

Cheers!
2009-02-04 17:54:00

Author:
RAINFIRE
Posts: 1101


if got it... it is all in the blue key . As soon as the player is safe and the next checkpoint to teleport to is active you can then and only then delete the checkpoint. So, make the blue key emit when you pass over a player sensor, and since they are in the clear it is no problem, all you have to do is MAKE SURE THEY ARE IN THE CLEAR and then you got your PROBLEM SOLVED, cha ching.

Cheers!

hmmmm... ok soooo... what?
2009-02-04 18:51:00

Author:
Madafaku
Posts: 738


if got it... it is all in the blue key . As soon as the player is safe and the next checkpoint to teleport to is active you can then and only then delete the checkpoint. So, make the blue key emit when you pass over a player sensor, and since they are in the clear it is no problem, all you have to do is MAKE SURE THEY ARE IN THE CLEAR and then you got your PROBLEM SOLVED, cha ching.

Cheers!

Bingo!

Basically it's how I make my entrance destroyers work
2009-02-04 20:04:00

Author:
Shermzor
Posts: 1330


you don't have to destroy a Checkpoint with a piston, Just hook it up to a Brain and connect it with Oneshot. Works with all mine :arg: so would that work with the teleports you use? i dunno works with mine, Will you add me on LBP so we can discuss it2009-05-11 16:12:00

Author:
Kern
Posts: 5078


im really annoyed because people have been nicking my Teleports.. but then i had a good idea for people to do! with my teleports. I am releasing a competition for someone to build the best teleporter maze. I think this would be a good idea. BTW you don't have to destroy a Checkpoint with a piston, Just hook it up to a Brain and connect it with Oneshot. Works with all mine :arg: so would that work with the teleports you use? i dunno works with mine, Will you add me on LBP so we can discuss it

Brains work but they give points so I don't use them personally.
2009-05-11 16:23:00

Author:
Shermzor
Posts: 1330


Ok on destruction:

The BEST method to destoy objects I know of is to connect an object to a stiff piston set to flipper with length around 400-500. Input a 1-shot signal and the object will just implode. It never moves, and never interacts with anything, it just makes a crunchy noise and is gone in puff of smoke. It's a very useful, if slightly limited, "dissolve anything" method.

For wiring a non-emmitted switch to an emmitted object, you decouple the wiring using emmitted keys. The switch, which is always there, emmits a piece of DM with purple key on (whatever colour you aren't using anywhere else in the level, or can use safely in the area), the emmited object senses the purple key and activates.
2009-05-11 18:09:00

Author:
rtm223
Posts: 6497


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