View Full Version : Yes, use F4F Completely modular sackbot checkpoint system

02-10-2011, 10:51 PM

This is my latest invention! I made it for ungreth in 5 minutes. Each checkpoint is completely identical, requiring no modification to add a new one. just copy/paste, and it works. It composes of a piece of holo with a microchip on it, and the checkpoint microchips.

Not copied off Comphermc's checkpoint.

Checkpoint Logic (outdated. New version in level):

Holo Logic (outdated. New version in level):

02-11-2011, 01:33 PM
Added pics to the first post. And, please reply! I never get my threads noticed.

02-11-2011, 01:55 PM
I've seen a few threads asking for help with something like this. Should be helpful. Does it work with 2,3,or even 4 sackbots for multiplayer?

02-11-2011, 01:57 PM
I just want to say to everyone, this system works 100% and it's extremely easy to install in a level. I spent 2 days experimenting with the various approaches being debated in the tutorial thread, and due to anomalous logic behaviours I couldn't find any that didn't have some small flaw in the design. Then deviantgeek demonstrated his own respawning system to me last night and now, after installing it in my level, everything is running smooth as clockwork. Basically your emitter follows the active checkpoint rather than the sackbot in this design. It's all modular, with most of the logic being placed on the checkpoints themselves. The sackbot carries no logic other than a tag and it's own behaviour chip, and there's nothing on the controlinator's chip apart from the follower that tracks the sackbot. It's a nice sytem that anyone should easily be able to use and understand .

Thanks DG!

02-11-2011, 03:27 PM
I still have some testing to do to see if this works for me, but my initial thought is that you may have single-handedly changed the way my level is going to play. Thanks for sharing!

02-11-2011, 04:08 PM
I guess I don't totally understand what this is. I bet the idea is simple, but I'm missing it. :o

02-11-2011, 04:39 PM
I've seen a few threads asking for help with something like this. Should be helpful. Does it work with 2,3,or even 4 sackbots for multiplayer?

No, it does not. Making it do that would require some serious modifications. It is possible though.

Also, thanks for the feedback. My inventions never get any recognition.

02-11-2011, 06:12 PM
I didn't know people were having trouble with sackbot respawning. Good choice to use a following emitter instead of one at each spawn.

If you want to have multiplayer just make 4 of them and use either different colored tags/sensors or labels for each player & spawner. Even in a Vs lvl with one player a million miles away, he'll only be activating his tag for his follower.

02-12-2011, 04:17 AM
Oooooo.... cool!

I'm making my own checkpoints, but they're only in the alpha phase as of yet.

Could I please use yours?

I would feel bad about asking, but I'm already using double-jump and telekinesis mechanisms from other levels.....

Hey! Don't look at me like that! I'm just using all of the resources at my disposal!

02-12-2011, 02:45 PM
Its fine, I don't care. I made the level copyable for a reason.

02-13-2011, 03:00 PM
Couldn't you just use this same set up for activating the checkpoints, but have 4 emitters, one for each player? Even if you used a different costume for each sackbot, or if each had a different tag, only the one that's destroyed could possibly be emitted, and only the player with nothing to follow would be able to follow it. The only problem I could foresee is if several players die simultaneously, which actually happens quite often.

02-13-2011, 03:26 PM
That's how I would do it. The emmiters emmiting at the same time could be a problem, but, i think they would 'wait' for the other ones to finish emmiting the players. If not, a simple delay system shouldn't be to hard to make. (i.e. a counter set to 1 that hooks up to the emmiters. when it detects the player, it resets the counter, and bam.)

02-13-2011, 03:51 PM
I wouldn't use a delay system. With the input mechanism of the emitters set to On/Off, 'max emitted' set to 1, and 'destroy oldest when max emitted reached' set to no, the emitters will keep trying to spawn a sackbot until they succeed, then they'll stop. As long as the firing signal is constant and not a pulse, you can stack multiple emission points in the same location.

02-13-2011, 04:33 PM
Oh, that makes sense. It puts out a constant signal until a new sackbot gets spawned, so, it should work.

03-06-2011, 12:21 AM
ok, I redid the level so it looks nicer, and added sound effects and stuff. I may go through the logic and see if i can simplify it more too.

03-06-2011, 12:34 AM
Helpful. But I think all you really added was the following emitter. I see it more as a discovery than an invention. Nonetheless a nice discovery.

03-06-2011, 12:57 AM
My design is just the combined strong points of all of the other designs that I have seen. probably holds the record for the fastest time a new checkpoint system was created in too, took me like 10 minutes to make it work.

03-06-2011, 01:55 AM
Thanks for publishing this. I was going to check it out when it told me that I needed the Infamous DLC in order to edit it...you might want to remove that so that everyone can view it :)

03-08-2011, 01:15 PM
I used your system but I had to make changes. Your system broke down if the distance between checkpoints was large. The checkpoint follower would wind up emitting the player while it was in flight. I had to add logic to get it to wait till it arrived at a checkpoint.

03-18-2011, 02:00 AM
I fixed the glitch mentioned by OrangeTroz as above. I also removed DLC from the level.

03-24-2011, 08:51 AM
I'm still getting the Dlc warning and I'm therefore unable to edit your lvl :( just a hunch but is the sackbot waering any of the infamouse outfit?