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Directed Respawn and Teleportation

Archive: 5 posts


Directed Respawn
Gadgets and tools needed:


Tag
Tag Sensor
Reset Sensor
AND Gate
Microchip
Reset tweaker
Arena Respawn Point
Race Respawn Point(original)


How to:
Place the Arena spawn where you want the racer to be respawned.
http://www.lbpcentral.com/forums/attachment.php?attachmentid=48205&d=1402106678
Be sure to name the spawn point in the Arena Respawn Point menu. Place Tags around where the reset occurs (due to death, off track, forced reset), and have them all under the same name and color.
http://www.lbpcentral.com/forums/attachment.php?attachmentid=48199&d=1402106651
Place the Microchip on the original Race Respawn Point (at the start of the race). On this, you will place the Tag Sensor, Reset Sensor, AND Gate, and Reset tweaker. Plug the Tag Sensor and Reset Sensor into the inputs of the AND Gate, and plug the output of the AND Gate into the input of the Reset tweaker. Set the Tag Sensor to the same color and name of the Tags you placed, and adjust the Tag Sensor range (usually 15-20 depending on size of area, and proximity to other ?reset tags?). Input the same name in the Reset tweaker as is on the Arena Respawn Point.
http://www.lbpcentral.com/forums/attachment.php?attachmentid=48201&d=1402106660
http://www.lbpcentral.com/forums/attachment.php?attachmentid=48202&d=1402106664
http://www.lbpcentral.com/forums/attachment.php?attachmentid=48203&d=1402106669
http://www.lbpcentral.com/forums/attachment.php?attachmentid=48204&d=1402106674

Notes:
If there is going to be a high volume of respawning through the directed respawn, I find it best to place 2 or 3 identical Arena Respawn Points next to each other. If not, you will have 2 or more racers trying to respawn at the same time, in the same location, causing one or more of them to burst and spawn again, creating a random, unfair advantage for the one that didn?t. Multiple spawns allow for the system to activate another spawn while the ?main? one (it seems to choose one to use primarily, arbitrarily) is in use.

Tags are recognized by both the color and the name. The Tag Sensor needs to have the exact same name in it to recognize the Tag. As such, if you?re using a lot of different Tags, you can use several names for a single color, expanding the number you can use.

There is an issue, where the track will recognize the racer as ?off track? after a Directed respawn (even on regular track, breadcrumbed, everything I tried) causing the racer to spawn on other Arena Respawn Points around the track. For some reason, it randomly recognizes coming out of that spawn point as off track. I have no idea of the cause, or how to solve it. In a practice race, a bot had taken over 2 trillion minutes to finish due to this. That?s over 4000 years for anyone who is wondering. Glad it just simulated it. Any input would be welcome.





Teleportation
Gadgets and tools needed:


Danger Tweaker
Force field object
Piston


How to:
There are many ways to do this, but here is mine. Make a thin, rectangular piece of force field, and place it horizontal. Clone it, and place one above the original a little ways, then another one vertical, creating 3 walls of a cube. Place a Danger Tweaker on the top and vertical force fields, set to plasma (I thought it looked the best for this application). The vertical Danger Tweaker intensity set to ~1, and the top set to 0.2.
http://www.lbpcentral.com/forums/attachment.php?attachmentid=48197&d=1402106637
Attach a Piston, aimed up, to the bottom force field. Set the flipper type to ?out? (where it pushes out, then resets at base) creating a lift. Set the range to lift to just under the top force field, so the kart is destroyed by the plasma, not by getting squished. Set the speed to 0.2, and reduce the pause to 0. Apply your Directed respawn Tags to the force field (any of the 3 pieces work).
http://www.lbpcentral.com/forums/attachment.php?attachmentid=48198&d=1402106641
This creates a lift that looks like a portal that will cause a Directed respawn, imitating a teleportation aesthetic.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=48206&d=1402106682

Notes:
The imagination is the limit on how the teleporter should look and function. The mainstays are force reset (death, out of bounds, forced reset) -> respawn ahead. Depending on the track, you may not need a Directed respawn, only using a no-respawn zone. If the Teleporter and the teleport in locations are directly linear to each other (no intended track between them on the linear track), it can be easier to use a no-respawn zone ? set the teleporter just after the start of the no-respawn zone, and you will respawn just after it like normal.
http://www.lbpcentral.com/forums/attachment.php?attachmentid=48200&d=1402106655
More complex teleportation patterns around the map will require Directed respawn.
If you want, you don't need to use a lift, or you can use a lift activated by a player or pressure sensor. You can add sparks or smoke or a custom hologram emitted on activation. It can be a portal, or a pad, or invisible, or use camera tricks to make you reset off screen. Similarly, you can have an effect for the respawn after teleporting, by outputting from the Arena spawn to your effect.




Happy teleporting Karting brothers!
2014-06-05 20:37:00

Author:
StJimmysAdiction
Posts: 388


Thanks for making this.
For the pictures, if you take them with your phone you just have to press " Insert Image" then select "insert image from your computer" (default choice)
2014-06-06 10:19:00

Author:
gipsy
Posts: 408


Updated the OP! Hope the pictures (and appropriate tool names) help!2014-06-07 03:47:00

Author:
StJimmysAdiction
Posts: 388


This has really helped my new creation. Thanks so much for help. Hopefully able to return the favour in future.2014-06-08 10:10:00

Author:
Scorpio1357
Posts: 460


Wow this is so cool! I could really apply these to the next set of tracks I got coming out !2014-06-10 07:19:00

Author:
Sirr
Posts: 120


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