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#1

Players Reset in Playable Track Portion?

Archive: 11 posts


So I'm making a track where there's a custom bit where the players drive along the top of a castle. For some reason, the game keeps resetting everybody to the next portion of the track that isn't custom. I cannot figure out how to fix this. I've tried using breadcrumbs, but that didn't work. I've tried rerolling the track, but that didn't work. I've tried fiddling around with track elevations but that didn't work. I've even turned on the "Draw Map" thing and it says these areas are playable:

https://lbpk-production.s3.amazonaws.com/player_creations/1437864/data.jpg
https://lbpk-production.s3.amazonaws.com/player_creations/1437866/data.jpg

Any help is appreciated, thank you!
2014-06-04 20:16:00

Author:
Plokster
Posts: 35


If i understood the problem, I think that you must add shortcut check points all along the way you have this problem. Place your shortcut. Once it's done , you can modifiy it, by pressing square, select a shortcut, then with L2 or R2 you can make it up or down or right or left with... right or left), L3 allow you to change check point.
Hope i answered your question
2014-06-04 21:28:00

Author:
gipsy
Posts: 408


@gipsy

I think shortcut checkpoints are the same as breadcrumbs. I've tried using breadcrumbs and putting them at the proper height, but the game still says that it is out of bounds. I have no idea why. Thank you for the suggestion, though. I might try to rework them a few more times.
2014-06-04 21:38:00

Author:
Plokster
Posts: 35


What kind of road do you have under the path? I find I usually need to put an actual bridge just under the custom road top, rather than deleting or "terrain road". Conversely, I have made you drive on a section that ultimately disappears, forcing you on a different path. To get that to work, I had to load up on overlapping breadcrumbs, held at the proper height (I like to put the arrow just under the custom roadway).

Hope you get it working! It is really fickle about these custom paths. You're already working the right solutions, now the engine just needs to be in a good mood!
2014-06-04 22:07:00

Author:
StJimmysAdiction
Posts: 388


@StJimmy

Yeah, I think for now I'm just gonna put a really thin bridge right under it. Right now, there's nothing beneath it. Hopefully it won't be noticeable.

Thank you for the reply!
2014-06-04 23:18:00

Author:
Plokster
Posts: 35


@gipsy

I think shortcut checkpoints are the same as breadcrumbs. I've tried using breadcrumbs and putting them at the proper height, but the game still says that it is out of bounds. I have no idea why. Thank you for the suggestion, though. I might try to rework them a few more times.

I insist, but shortcut are not the same than breadcrumbs. You really have to try with it. My experience is that it solve evry "out of bounds" problems.

But the advice from stjimmysaddiction is for sure a solution too ( a bridge under the custom road).

If it doesn't work and If you want, you can make a copyable version of your work and i can take a look at it ( tomorrow on friday, cause this week end i 'm not here).
2014-06-05 19:27:00

Author:
gipsy
Posts: 408


I report a solution from Scorpio 1357 ( who did not manage to post here)


"Ploksta's problem is because he has reached the vertical limit of his level. He either needs to lower the track and /or remove jumps that take the player too high."
2014-06-06 10:13:00

Author:
gipsy
Posts: 408


Looks like I'm now able to post so firstly thanks gipsy.

And to plokster.....hope that was the fix. I had exactly the same problem with my Snow Drift level. Track showed as playable but there is, and I guess has to be a vertical limit. I wasn't hitting it with the track but clipping it with the jumps, as soon as I lowered the jump height from the bounce pad no more issues
2014-06-08 11:27:00

Author:
Scorpio1357
Posts: 460


And to plokster.....hope that was the fix. I had exactly the same problem with my Snow Drift level. Track showed as playable but there is, and I guess has to be a vertical limit. I wasn't hitting it with the track but clipping it with the jumps, as soon as I lowered the jump height from the bounce pad no more issues

It's probably a bit late for plokster, but if you know you're going to have a level with high highs, then it's a good idea to start the level off by lowering the ground and water level before you start laying track. Shift everything down so it's harder to run into the "vertical limit".
2014-06-08 16:15:00

Author:
StJimmysAdiction
Posts: 388


It's probably a bit late for plokster, but if you know you're going to have a level with high highs, then it's a good idea to start the level off by lowering the ground and water level before you start laying track. Shift everything down so it's harder to run into the "vertical limit".

Exactly what I did with my Tower Escape level. Built within a skyscraper, sackboy starts at just under the vertical limit and finishes in the underground car park. No sense wasting good creating space, though it did max out the thermo !
2014-06-08 16:47:00

Author:
Scorpio1357
Posts: 460


Thanks to everyone who's replied! Sorry, forgot to check back in on this thread, haha. I decided to just put a bridge under the build of the track. The bridge doesn't show at all and now the section works perfectly!

And yeah, gipsy, I actually just realized what you meant by shortcut checkpoints. Thought you just gave breadcrumbs another name. Sorry!

And to the other suggestions, I'll try those out later. I have like two other levels I gave up on because bridges didn't work; both parts were up pretty high, so I'll try the "vertical limit" thing.

Thanks for the help, guys!
2014-06-16 02:45:00

Author:
Plokster
Posts: 35


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