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Level Links in Versus Levels

Archive: 5 posts


How are level links supposed to work in versus levels? I have one in my versus level and I don't want it to activate until players reach a certain point. So I had it set to a player sensor, but whenever I would test it in play mode, sometimes I would spawn there even though the player sensor definitely hadn't been triggered yet (it basically treated it as another spawn). So then I resorted to emitting the level link when the player sensor is activated, but the level link only works half the time (and when it does work, it takes a while to load the level). Basically it's a real mess right now. Is there something wrong here? I'd really appreciate any suggestions!

Also, while I'm here, I was wondering if there's a place in the forums to request testers? Or if anyone would like to volunteer here, that'd be amazing It would be better if I could spectate, but if not then just having someone try it out would be very helpful.
2014-10-17 08:02:00

Author:
Rainbro Dash
Posts: 121


The level link was acting as a spawn? I've never encountered this.

If I were to make a system for this I would. Place down some hologram, hit it up with an impact sensor, hook it up to a sequencer, place a battery on the sequencer, attach the output of the battery into the input of the level link.

It should work this way. It's usually how I make my level links work.

And for the testers, you can as in the 'Find Other Happy Gadders' or the LBP2 'Help!', which is this forum... So, yeah.
2014-10-17 09:33:00

Author:
SEWO97
Posts: 637


Ahh it's not working D: I tried your suggestion and a few different methods including selectors and both player sensors and impact sensors, but every time it treats it as a spawn point... I feel like either I'm making an extremely basic mistake that I'm just not seeing, or it's a bug within my level. The reason I don't think it's the former is because this seems like such basic logic: connect a sensor to the input of the level link and that's it :S Would you mind taking a look sometime?

Edit: I've decided to just give players a key instead of using a level link. How do keys work? I set part two to "Sub-level," but it says it won't be visible and players can only get to it through a level link. I want players to be able to see it, but only when they get the key. What settings should I use to achieve this?
2014-10-17 21:50:00

Author:
Rainbro Dash
Posts: 121


Ahh it's not working D: I tried your suggestion and a few different methods including selectors and both player sensors and impact sensors, but every time it treats it as a spawn point... I feel like either I'm making an extremely basic mistake that I'm just not seeing, or it's a bug within my level. The reason I don't think it's the former is because this seems like such basic logic: connect a sensor to the input of the level link and that's it :S Would you mind taking a look sometime?

Edit: I've decided to just give players a key instead of using a level link. How do keys work? I set part two to "Sub-level," but it says it won't be visible and players can only get to it through a level link. I want players to be able to see it, but only when they get the key. What settings should I use to achieve this?

If you still want me to look at it, it would be my pleasure to do so. My PSN user ID is: sewo97.

A key works by unlocking a visibly locked level only for players who have collected it. If the level is a 'sub-level' they cannot see it so they cannot play it even if they have the key. If its not a 'sub-level' but is locked, players can see it but not play it until they have the key.
2014-10-18 16:01:00

Author:
SEWO97
Posts: 637


Thanks! Yeah I have it set up with a key now (which I'm thinking might be better since no one likes level links lol), but I would still like to have the option to use a level link and figure out what the problem is. I'll message you later today 2014-10-18 19:21:00

Author:
Rainbro Dash
Posts: 121


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