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Preventing reset when hit

Archive: 6 posts


Hello all,

I was wondering if anyone had any idea how to prevent being reset when hit by a weapon or dangerous object. The idea is to be able to take multiple hits before dying, but I've been having trouble finding a way to prevent you from being reset when hit by anything deadly.

Any ideas?
2014-08-22 13:25:00

Author:
StJimmysAdiction
Posts: 388


Hello all,

I was wondering if anyone had any idea how to prevent being reset when hit by a weapon or dangerous object. The idea is to be able to take multiple hits before dying, but I've been having trouble finding a way to prevent you from being reset when hit by anything deadly.

Any ideas?

I had this exact issue. My Sacksbyville level was originally an FPS battle arena and I tried and tried numerous ways of letting the player get shot twice before resetting with no luck. The closest I got was using a weapon blast sensor set to 2 hits on the custom kart but the game overrides this unfortunately. I don't know whether that's any help or not?
2014-08-22 13:50:00

Author:
Scorpio1357
Posts: 460


I had this exact issue. My Sacksbyville level was originally an FPS battle arena and I tried and tried numerous ways of letting the player get shot twice before resetting with no luck. The closest I got was using a weapon blast sensor set to 2 hits on the custom kart but the game overrides this unfortunately. I don't know whether that's any help or not?

It does. In that it sounds like I'll have to nix the idea. I couldn't think of anything, and no logic I looked at seemed to entertain the idea of invulnerability. The only one I know of is the self weapon like the boxing glove, where you can be invulnerable during the duration. But I don't want it to be a weapon, just an inherent effect.

I suppose my level will just have offensive bonuses.


Also, I noticed a glitch or a bug or something with my weapon giver. I copied it from Challenge of Sackulese, so it should work the same (except for a slight modification for the weapon upgrades), however it gives you the weapon right after you use it before the cooldown sets in for some reason. Meaning, it gives you 2 shots before the cooldown starts, then after that it gives you 2 shots. Two separate shots, not like ammo. Anyone have any idea what could be causing this?
2014-08-22 14:38:00

Author:
StJimmysAdiction
Posts: 388


My only suggestion is rather than use the copy, rebuild the logic from scratch. I've had numerous issues when disconnecting logic and reconnecting it to something else, or just using logic I've made and copied. Bug's just creep in, motors stop working, toggles switch polarity for no apparent reason and I've even had selectors cycling through states even though nothing is connected to the cycle input?!2014-08-22 15:21:00

Author:
Scorpio1357
Posts: 460


Just tried rebuilding from scratch, but it's still doing it. I even told the weapon load out to override current weapon in hopes of the repeating weapon giving would be quick enough to override the double give, but it waits until the first weapon is spent for it to give the second. I have some more diagnostics to do, looking at the microchip while I shoot to see if anything is misfiring.

I've given up on the extra life bonus, and decided on a speed and handling boost in its place.
2014-08-23 21:12:00

Author:
StJimmysAdiction
Posts: 388


Hello everyone, Just an idea for multiple hits... If your using custom karts with logic this might work, to start you will need 2 karts (copy), on the first kart you will need some logic, a sensor with the color blue and named 'hit1' (or mutiple sensors for multiple weapons) connected to a transmitter color blue named 'change', on the second kart do not add that logic. now capture kart1, rename kart1. and do the same for the second save and name kart2. now you will need a custom weapon or you could take pre-mades and add the following logic. a tag (tag radius might have to be adjusted) with the color blue and name 'hit1', now save weapon. now, add a microchip to your spawn point (spawns should be set individually player1 for player1, player2 for player2... each having their own custom karts) open the microchip and add a receiver color blue named 'change' thats connected to a 'selector' (into the cycle input) and 'current state 1 with two out ports. add 2 'kart transformers one for each outport on the selector. now add your 'kart1' in the first kart transformer, and the second in the second one... and try.

What should happen is, you start in the first kart (as normal) and when you get "hit for the first time" that weapon will activate a switch of your kart without killing you (if you set the tags radius right the switch will absorb the hit), once in the second kart you will not switch back once hit with the same weapon, you will take the second hit.

(some further modifying of logic should change you back to the first kart upon respawn)

Hope it helps.
2014-09-15 06:44:00

Author:
valious2corvus
Posts: 171


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