Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet Vita [LBPV] Help!
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"One way entrance"
Archive: 9 posts
So, I've been busy with my top-down shooter, but I've ran into a problem. I don't want my enemies to spawn in sight, because that looks rather weird. So I decided I wanted them to spawn out of the map and then enter the map some way. Now I wonder, How can I let them enter the map, without allowing the player to enter the spawnpoint? Letting them drop "down" from a "higher" platform is no option, as the player is able to jump. does anyone know a way to do this? | 2014-04-25 13:01:00 Author: wolfbrother117 Posts: 150 |
why not make some sort of barrier that only the enemy can pass through? What type of enemy is..wait, it's top down, so it's not sackbots. I'd make a plasmafied or electrified hazard barrier. Will the player be riding in/around the controllable character? Ooh, wait, I got an idea. have an emitter emit an invisible wall at the enemy spawn point when the player gets near? | 2014-04-25 16:09:00 Author: biorogue Posts: 8424 |
Well you could put a piece of sticker panel and label it with a tag so when the player touches the tagged sticker panel it triggers a mover to move the player the opposite way. | 2014-04-27 06:11:00 Author: airide101 Posts: 141 |
Assuming your character is one layer thick, add an invisible material the size of the character one layer thin on top of it, and make sure the enemies don't have it. Then add thin invisible material around the edges you don't want the player to go. | 2014-04-27 15:48:00 Author: Woutery Posts: 793 |
You could attach a long rectangle shaped sticker panel/hologram to the player with a motor bolt, so that the end is just off screen at any time. Have the sticker panel/hologram spin in a circle and put an emitter at the end to emit enemies randomly when it's not impacting a wall. That way, enemies will spawn only if there is a direct path to the player and always off screen. | 2014-04-28 06:37:00 Author: AmazingKittyCat Posts: 204 |
This is a bit late but you can also emit them on a different layer that the player cannot enter and simply have them move layers once through the gate. Think story mode boss checkpoints but for topdown shooters. | 2014-05-05 05:40:00 Author: koltonaugust Posts: 1382 |
hey all, Thanks for all the support! There are a lot of good ideas that I'll certainly try out! I'll give you all an update on the situation once I've tried everything out. Thanks again! | 2014-05-05 13:11:00 Author: wolfbrother117 Posts: 150 |
Put a tag on the Enemies and a different one on the player (or player sensor deppending on how you done it). Connect the enemy's colour tag sensor to to an AND switch and have the player's colour tag sensor connected to the NOT switch then to the AND switch, Make the Range of the Player switch to far of a distaance so it would never be able to reach the door. Otherwise put a Tag in spawning area and then have a follower (set to flee) on the player so that if they approach it they are immediately sent back. | 2014-05-08 10:21:00 Author: Jonarrthan Posts: 310 |
Otherwise put a Tag in spawning area and then have a follower (set to flee) on the player so that if they approach it they are immediately sent back. Just been thinking about something like that, since the door ideas i tried weren't functioning fully, as you could use the zombie to block the (invisible) door and still sneak inside. However, I still needed to think of a way to make the character flee (dumb me didn't think about the follower, more about disabling movers and stuff like that :blush:, DUMB!). Thanks a lot! Going to try it out ASAP, I'll give an update if I figured it out. Edit: whoops, a little late, but it works perfectly. Thanks for your help everyone! | 2014-05-12 18:50:00 Author: wolfbrother117 Posts: 150 |
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