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#1

infinite checkpoint

Archive: 10 posts


i was wondering if there was a way to make a checkpoint that gives the player infinite lives. is that possible?2009-02-23 01:44:00

Author:
superBlast
Posts: 267


you can't have an infinite lives checkpoint but you can use an emitter to act as one. you make the emitter emit checkpoints and it works just like the one you want.

there's probably a thread about it in the "Object Showcase".
2009-02-23 02:30:00

Author:
RickTheRipper
Posts: 345


i use a button to emit a new checkpoint. problems being that the player can create a new one, which gets rid of the previous one and continue without activating it, leaving them only 1 life.

if you want to see it in action have a look at either my tortuga, or treasure island levels. proper names in sig.
2009-02-23 03:06:00

Author:
Matt 82
Posts: 1096


What about emitting one using a button, that is located right where you pop out of the previous checkpoint? That way when they pop out a fresh one is emitted as soon as they hit the ground/button.2009-02-23 03:40:00

Author:
FabbieSack
Posts: 88


What about emitting one using a button, that is located right where you pop out of the previous checkpoint? That way when they pop out a fresh one is emitted as soon as they hit the ground/button.

Just a proxi switch and it's even easier. The player spawns in the range of the proxi switch and voila!

.
2009-02-23 04:31:00

Author:
RangerZero
Posts: 3901


What about emitting one using a button, that is located right where you pop out of the previous checkpoint? That way when they pop out a fresh one is emitted as soon as they hit the ground/button.

most of them are emitted right at the button, while some are moved to the side for space requirements. sometimes players can run over the button to spawn a new one but by the time it falls (it has to spawn outwith the previous checkpoint) down to player level they've already run off without activating it.

you'll see what i mean on my tortuga level. there is one part in particular on the 3rd ship that tends to catch people out.
2009-02-23 13:42:00

Author:
Matt 82
Posts: 1096


You could use the entrance trick that teleporters use. I haven't used it myself yet but essentially you capture the entrance as an object and emit it where you want; it will emit with full lives and the user will auto spawn there with out the need to pass it. You'd have to work out the fine details of how and when to respawn new ones and it also requires you destroy the entrance after they enter the level. Look at the teleporting tutorials for better information on this.2009-02-23 16:51:00

Author:
Ikryn
Posts: 12


ok. the main was that a player might not activate the new one. i think i figured out a way to do that while insuring the player stills activates it. i just have to emit the new portal ahead of the player on an incline (that the player goes up on not down) so the portal will roll past the the player while it'll go to where you want it to go.

the teleporting thing sounds good and all but it seems a bit complex for me.

anyways you guys helped me out so thanks
2009-02-23 21:39:00

Author:
superBlast
Posts: 267


Snowflakecat has a tutorial level that pretty much demonstrates the best ways to implement this! Check it out if you're havin problems ^^2009-02-24 00:01:00

Author:
Pitcard
Posts: 779


ok thanks. i'll check it out2009-02-24 02:21:00

Author:
superBlast
Posts: 267


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