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[Adventure] Alternate Entrance

Archive: 15 posts


To use the Manglewood hub has an example, you first enter the level on Nana Pud's boat. Later when you return to Manglewood, you enter through an entrance close to the level link for the oddsock level.

I want to do something similar to this in my hub, but I'm struggling to get this working. After a certain point is reached in my hub level, I want players to enter through a different entrance when they choose to play the hub.

I have this level set as the start level for the adventure. I have tried using the "set entrance" option. I have tried using object savers. I have 2 entrance portals, and no matter what i do i can only get one or the other to work. Not the first followed by the second. Anyone know how i can pull this off? Am i missing something obvious?
2014-12-15 09:59:00

Author:
olly_nova
Posts: 31


I haven't messed with object saving but i have a idea that seems like it should work.

Make a block of holo with a microchip on it and afterwards put a selector inside, Hook the selector to each checkpoint perhaps using tags. put that save object logic inside the holo with the selector and rig it up so that each time a different output is activated on the selector that it activates the save object logic. *mew
2014-12-15 10:16:00

Author:
Lord-Dreamerz
Posts: 4261


The object saver doesn't have an input, it just works. I already set up a microchip that activates the 2nd entrance gate and it has an object saver on it. The object saver has worked perfectly on other objects and microchips in the same level, but it doesn't work on the entrance gate. 2014-12-15 10:37:00

Author:
olly_nova
Posts: 31


Maybe they use the central entrance near the Oddsock statue as the default entrance, and use a level link set to the boat entrance in the movie level that shows you travelling to Manglewood? I remember seeing a start setting on entrances, you might need to turn that on before you can link there from other levels.2014-12-15 12:34:00

Author:
Rogar
Posts: 2284


Maybe they use the central entrance near the Oddsock statue as the default entrance, and use a level link set to the boat entrance in the movie level that shows you travelling to Manglewood? I remember seeing a start setting on entrances, you might need to turn that on before you can link there from other levels.

In my hub level, the player has to travel to the area where I have the level links. Once they reach this area, I don't want them to have to travel there again next time they select the hub.

I saw the "Set entrance" option, I've tried setting entrances with labels, but that seems to be a permanent setting.
2014-12-15 12:56:00

Author:
olly_nova
Posts: 31


Could you emit the second entrance and destroy the first one once the player has entered and save that setup with the memoriser?2014-12-15 13:11:00

Author:
julesyjules
Posts: 1156


Could you emit the second entrance and destroy the first one once the player has entered and save that setup with the memoriser?

I'll give that a bash, didn't know you could emit an entrance.
2014-12-15 13:42:00

Author:
olly_nova
Posts: 31


Yeh try it, I haven't done it myself. I'd be real careful and backup a ton though, if it glitches out and doesn't emit you might find yourself in trouble.2014-12-15 13:57:00

Author:
julesyjules
Posts: 1156


It works!! Thanks, you're a rockstar. 2014-12-15 14:41:00

Author:
olly_nova
Posts: 31


What I'd do to pull this off and this to work as the Manglewood thing depends on what you're trying to achieve. I messed a bit with the new tweaks but I haven't tried this yet, so I'm not 100% sure.

First thing would be to save which entrance has been activated by the player, that is, set some logic so when a player enters "X" level link in your hub, the hub activates an entrance in that particular level link, and save that choice with the object saver. That should be fairly easy to do, but it will only work if the entrance point of the player is only determined by the choices he does inside the hub.

Second thing would be to use the entrance tags in entrances around your adevnture. For this to work, I think you need to create an adventure (not 100% sure), otherwise it won't work. Just assign labels to the entrances such as we did with memorizer data back in LBPV or LBP2, and when a player leaves another one of your levels within the advneture, you can send them to the hub level, and in the end of the other level be sure to set to which entrance LABEL point from the hub you want to send the player to.

Hopefully this works! (it should though! If not, I'll check how they build Manglewood and tell you which logic works there )

EDIT: Lol just got sniped. Anyway, glad something worked

EDIT 2: Wait you do have access to the memorizer? How did you access it? I can't find it anywere
2014-12-15 14:43:00

Author:
yugnar
Posts: 1478


What I'd do to pull this off and this to work as the Manglewood thing depends on what you're trying to achieve. I messed a bit with the new tweaks but I haven't tried this yet, so I'm not 100% sure.

First thing would be to save which entrance has been activated by the player, that is, set some logic so when a player enters "X" level link in your hub, the hub activates an entrance in that particular level link, and save that choice with the object saver. That should be fairly easy to do, but it will only work if the entrance point of the player is only determined by the choices he does inside the hub.

Second thing would be to use the entrance tags in entrances around your adevnture. For this to work, I think you need to create an adventure (not 100% sure), otherwise it won't work. Just assign labels to the entrances such as we did with memorizer data back in LBPV or LBP2, and when a player leaves another one of your levels within the advneture, you can send them to the hub level, and in the end of the other level be sure to set to which entrance LABEL point from the hub you want to send the player to.

Hopefully this works! (it should though! If not, I'll check how they build Manglewood and tell you which logic works there )

EDIT: Lol just got sniped. Anyway, glad something worked

EDIT 2: Wait you do have access to the memorizer? How did you access it? I can't find it anywere

It is an adventure I'm working on. I just didn't want players to have to redo the trip to the level links everytime they chose the hub from their pods. With the level links, once a player completes a level, I can have them reenter the hub from the level link they just played, so I'm not too worried about that. But we'll see, haven't done it yet. This adventure thing is still new to me... I've never put this much effort into a creation. I really hope it's worth the effort and people enjoy it haha.

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What I'd do to pull this off and this to work as the Manglewood thing depends on what you're trying to achieve. I messed a bit with the new tweaks but I haven't tried this yet, so I'm not 100% sure.

First thing would be to save which entrance has been activated by the player, that is, set some logic so when a player enters "X" level link in your hub, the hub activates an entrance in that particular level link, and save that choice with the object saver. That should be fairly easy to do, but it will only work if the entrance point of the player is only determined by the choices he does inside the hub.

Second thing would be to use the entrance tags in entrances around your adevnture. For this to work, I think you need to create an adventure (not 100% sure), otherwise it won't work. Just assign labels to the entrances such as we did with memorizer data back in LBPV or LBP2, and when a player leaves another one of your levels within the advneture, you can send them to the hub level, and in the end of the other level be sure to set to which entrance LABEL point from the hub you want to send the player to.

Hopefully this works! (it should though! If not, I'll check how they build Manglewood and tell you which logic works there )

EDIT: Lol just got sniped. Anyway, glad something worked

EDIT 2: Wait you do have access to the memorizer? How did you access it? I can't find it anywere

I think in LBP3 the "memoriser" is just the game's ability to track progress and quests. I don't have access to the actual tool, I think you can only use it if you have the DC DLC. I used Object savers. I put an object saver on an entrance, captured it, and then emitted it later in the game and destroyed the old entrance at the same time.
I also put an object saver on the microchip that did the emitting and destroying for safe measure.
2014-12-15 14:53:00

Author:
olly_nova
Posts: 31


The object saver doesn't have an input, it just works. I already set up a microchip that activates the 2nd entrance gate and it has an object saver on it. The object saver has worked perfectly on other objects and microchips in the same level, but it doesn't work on the entrance gate.

Did you even try what i said? not having a input on a object saver doesn't really change my idea. if the object saver automatically saves the object it's on when any changes are made to it then it should work when any logic on the object changes too. Anyways my point is don't put the object saver on the gates themselves. put it in the block of holo with the selector that is hooked to different tags and put tag sensors on the gates. also have a player sensor on the gates or something and have those activate the different ports on the selector within the holo block.
2014-12-15 15:24:00

Author:
Lord-Dreamerz
Posts: 4261


Did you even try what i said? not having a input on a object saver doesn't really change my idea. if the object saver automatically saves the object it's on when any changes are made to it then it should work when any logic on the object changes too. Anyways my point is don't put the object saver on the gates themselves. put it in the block of holo with the selector that is hooked to different tags and put tag sensors on the gates. also have a player sensor on the gates or something and have those activate the different ports on the selector within the holo block.

That sounded like it would be the easiest thing to me too. But I haven't actually fiddled much in this area.
2014-12-15 15:41:00

Author:
LittleBigDave
Posts: 324


I figured the simplest method would be to just put object savers on all of the checkpoints, but I can't tell whether or not it works: I keep getting an error saying that "Recent changes to your profile could not be saved due to an unknown error." This is literally my first time messing with an object saver. Is this a common error?2014-12-15 20:26:00

Author:
Sehven
Posts: 2188


Did you even try what i said? not having a input on a object saver doesn't really change my idea. if the object saver automatically saves the object it's on when any changes are made to it then it should work when any logic on the object changes too. Anyways my point is don't put the object saver on the gates themselves. put it in the block of holo with the selector that is hooked to different tags and put tag sensors on the gates. also have a player sensor on the gates or something and have those activate the different ports on the selector within the holo block.

I did try it, and then i tried a few similar things, the problem is, the object savers don't seem to save the whether or not a gate is active. I kept getting an error message when leaving the level saying that some things couldn't be saved. It failed to save any progress at all, even quests, when i had that setup.
2014-12-16 07:48:00

Author:
olly_nova
Posts: 31


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