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Random checkpoints?

Archive: 8 posts


Hello Sackfolk, have built a slightly different level and am wondering if it's possible to create random checkpoints? For instance, say there are 20 checkpoints in total, can they be randomly made to appear, still totalling 20 but reordered so when replaying the level you might know where they will appear but not in what order.

I have a randomizer connected to a couple of emitters currently but am lost as to how to go further, any help or just thoughts would be appreciated. Thanks in advance!
2014-10-03 07:27:00

Author:
Scorpio1357
Posts: 460


Could you add a "player sensor > transmitter" to your 'check points'?
That would transmit to a 'reciever thats hooked up to a counter (20x)' thats hooked-up to 'end game'.
If the 'player sensor+transmitter' and 'check point' can be hooked-up then I think it might be possible.

I think you'll have to make a custom object check point (like a custom ring).
And use the above hook-up, and add a destroyer thats hooked-up to the player sensor as well.
That way you can emit the check-point as long as you want.
You should still be able to randomize the check points and they will count only when activated (driven through).

Hope this helps.
2014-10-03 14:01:00

Author:
valious2corvus
Posts: 171


Could you add a "player sensor > transmitter" to your 'check points'?
That would transmit to a 'reciever thats hooked up to a counter (20x)' thats hooked-up to 'end game'.
If the 'player sensor+transmitter' and 'check point' can be hooked-up then I think it might be possible.

I think you'll have to make a custom object check point (like a custom ring).
And use the above hook-up, and add a destroyer thats hooked-up to the player sensor as well.
That way you can emit the check-point as long as you want.
You should still be able to randomize the check points and they will count only when activated (driven through).

Hope this helps.

Sorry, I should have put that in the opening query. I have already built a custom checkpoint with exactly the gadgets you've suggested. This is 'emitted' in various positions around the level. The counter I already have too. The randomizer isn't random enough I guess and keeps regularly putting 4 or 5 checkpoints in the same order.

My other query is, with this level being quite large (area-wise) it could take a while to find the next checkpoint and there's no way of giving 'hints' to it's location that I know of? Any ideas, Sackpeeps?
2014-10-03 14:37:00

Author:
Scorpio1357
Posts: 460


How do you have the randomizer system set up? I've dealt with randomizing like that in my last couple of levels and could outline my method, but curious what we're working with.2014-10-03 15:17:00

Author:
StJimmysAdiction
Posts: 388


How do you have the randomizer system set up? I've dealt with randomizing like that in my last couple of levels and could outline my method, but curious what we're working with.

Signal from checkpoint transmitter/receiver to input of randomizer.
Randomizer set to pattern:one at a time. Input action:on/off. On time 1s max and min. Off time 0s max and min

1st checkpoint is static, the rest then should be random.
2014-10-03 16:57:00

Author:
Scorpio1357
Posts: 460


Not sure if you're wanting the first checkpoint to be static or not, but it doesn't have to be. I believe the "one at a time" is the default setting for the randomizer, so it should be the one I use (its the standard random, I've not found a use for the other settings yet).

So my set up is a slight complex of logic, that is customized for the individual setting. Each checkpoint setting would be placed on its own hologram platform (could make one and just copy for the rest). The checkpoint is in an emitter, before that is a counter (set to 0; 1 max) (lets call this the active counter). The active counter is plugged into the emitter and a transmitter (T1). Also on the hologram platform is a destroyer (set to disappear so no visual), which is activated by a system of an AND with a receiver (R2) and a tag sensor.

Centralized in the level is the randomizer. Zero off time, ~1s on time. Before it is an AND logic, a NOT logic, a counter and a timer (or a battery). The counter (regulator counter, max 1, set to 0) is plugged into the NOT logic, which is plugged into the AND; the battery/timer is plugged into the AND also, which is attached to the input of the randomizer. The randomizer output is plugged into the active counter of each checkpoint set. There are two receivers attached to the regulator counter, R1 to the input and R2 to the reset.

On the checkpoint, you need to have a Tag for the tag sensor and a transmitter (T2) that is activated with the player sensor or however you're sensing the checkpoint activation.

For clarification, T1 transmits to R1 and T2 transmits to R2.

The series should work that the randomizer is initially on (or turns on when you activate your first checkpoint through activating the timer or whatever), and it chooses one of the checkpoints by activating the active counter. The active counter simoultaneously activates T1, which transmits to R1 and filling the regulator counter - through the NOT gate, it turns off the randomizer. When the player goes through the checkpoint, T2 transmits to R2, both destroying the active hologram platform (through the tag sensor making that the only one to be destroyed) and resetting regulator counter and turning on the randomizer. The randomizer is on again, restarting the cycle, minus one possible checkpoint. This repeats until there are no more checkpoints.

I'm not sure how you plan on finishing the level, but you can use a third transmitter tied with the player sensor on the checkpoint transmitting to a third receiver which plugs into a counter (set to the number of transmitters) which ties into a game ender.

Is this a single player level? I'm not sure how to have separate checkpoints for each player without the standard checkpoint race, which doesn't allow the randomness. Unless you make it a point challenge and getting the checkpoint gives points and the winner is who gets the most points.

As for helping to find the checkpoint, you could add a bright blinking light once the checkpoint comes out, or 15 seconds after it comes out. That or you could make a text box appear with a description about that location after a bit of time, put on the hologram platform that will be destroyed with it.
2014-10-03 20:28:00

Author:
StJimmysAdiction
Posts: 388


As for helping to find the checkpoint, you could add a bright blinking light once the checkpoint comes out, or 15 seconds after it comes out. That or you could make a text box appear with a description about that location after a bit of time, put on the hologram platform that will be destroyed with it.

Thanks for the logic help, I was messing about with the settings on the randomizer and found something that does the same job before your reply. Much appreciated though. I did build the setup as you advised in my 'design studio' level though and it works perfectly!

Also whilst there I thought of a way to give hint arrows to the random checkpoints as they appear, was actually really obvious after all. Steps below..

1. Added a tag to the checkpoint coloured light blue (could have been any colour).
2. Made an arrow, attached a 'look at' motor to it, set to look towards the light blue tag and maximum sensor range 500.

Now what happens in the level is....the checkpoint appears, the arrow turns to show you the direction to head in, you go and find the checkpoint and activate the checkpoint logic, that checkpoint disappears, the new one appears somewhere randomly but because that has the same light blue tag on it the arrow turns to the new location.

Hint arrows sorted!

I'm almost there with this level now, just scenery to complete. In fact I could do with any scenery buildings Sackpeeps may have done they would like incorporated in this level, specifically skyscrapers, apartment blocks, city street shops etc. I have a substantial amount of area to 'fill in' so all contributions gratefully received!

2014-10-04 22:05:00

Author:
Scorpio1357
Posts: 460


Athiestsw has a battle track (think its called big apple battle, but no promises) that gives a whole bunch of realistic trees and buildings as prizes, you should check it out.2014-10-05 01:29:00

Author:
StJimmysAdiction
Posts: 388


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