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#1

Respawn wrong place

Archive: 6 posts


Hi,

Apologies for the simple FAQ.

I've inserted a checkpoint after the point in which I die. Basically, it's a 'you die now' scenario with a respawn between two fire traps.

Can someone please tell me why I respawn at the level entrance and not the checkpoint.

Thanks.

Neil
2009-03-18 07:48:00

Author:
neilj99
Posts: 38


So... are you trying to respawn to a future point in the level? An area that's not actually been visited yet?

I think you have a few options (but perhaps, as I've never actually tried this, I should leave it to creators who have)...

The check point has to be passed by Sackboy in order to become active (which explains why you're going back to the entry point, if you have an inactive checkpoint). So you would need to place the checkpoint earlier, so Sackboy passes it and activates it, then move it (and that's the tricky part, I'm guessing) to your preferred respawn location.

Or you can try the method explained by The Comedian in this post (http://www.lbpcentral.com/forums/showpost.php?p=140922&postcount=1) to create and capture an active checkpoint. Presumably, you should be able to place or emit that active checkpoint to the location between your fire traps.

As I said, though - these are untested, educated guesses.
2009-03-18 08:18:00

Author:
v0rtex
Posts: 1878


Update...

I've watched a couple of demos but still no joy.

So far I have:

Destroyed the original entrance
Emitted a 'live' entrance/checkpoint (obtained from another level)
Killed myself

but the camera goes to the entrance but doesn't respawn.

Any ideas?

N.
2009-03-20 05:43:00

Author:
neilj99
Posts: 38


I'm stumped. I've not really even played with these concepts. The advice I gave earlier was gleaned from reading others posts. Hopefully someone with these skills will come to your rescue. If not, I can try tomorrow night or Saturday to get something working. 2009-03-20 06:43:00

Author:
v0rtex
Posts: 1878


Read this. (https://lbpcentral.lbp-hub.com/index.php?t=t=8187) If you want to know how to manage pre-activated checkpoints.

It sounds more like the easier solution for you is to just move the checkpoint. Checkpoint --> Piston. No point in destroying checkpoints if you don't have to.
2009-03-20 10:34:00

Author:
Jaeyden
Posts: 564


For some reason it now works.

Thanks for all your pointers.

N.
2009-03-21 02:36:00

Author:
neilj99
Posts: 38


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