1. When the player respawns from the entrance (which is infinite), he is propelled upward about 3 layers or so. Is this normal?
2. Sometimes when the player is killed, he doesn't respawn. The enemies stay at his last location. I think the player might have fallen through the thin layer floor somehow.
3. Creating hazards is not working. Of course, the player walking over them does not trigger them, so I glue a layer-thick piece of sticker panel on top and use an impact sensor to know when he walks through them. The broadcast chip doesn't seem to work unless the player jumps. The stuff on the broadcast chip is movers and rotators, so I see them acting on the player. I even threw an anti-grav tweaker in there as well.
4. Sometimes the sackbot enemies are in the layer above the floor. I have checked the emitters to make sure the outputs are positioned properly two times now, and I have a ton of them. This might just be a general emitter problem and not tied to this type of level, though. I seem to see it pop up from time to time.
If anyone has experience with these and has some suggestions, it would be greatly appreciated.
EDIT: OK, while looking for a camera transition problem, I found that movie cameras will not respawn the player if it can't see the checkpoint. That's good to know, I found that on lbpcentral.com. So that is the problem with #2. I'm not sure why I used a movie camera, it should be a game camera, duh.
EDIT 2: #3 hazards - it's that old problem with the percentage acceleration on the movers and such. The advanced mover for the player is set to 90%, so it seems the broadcast chip movers have to be 100% to have any noticeable effect. It seems that percentage is also a weighting factor on whatever is being affected, when multiple movers act on that object, in this case, the player.
OK, it looks like I have answered almost all of my own questions by now. I will assume that the entrance behavior is normal since I can't do anything about it, and will see what can be done about the emitter layer problem. When it happens, the sackbot enemies aren't in the character rotation "override rotation" like they would be if they were on the "ground".
Edited by katanagirl1, 16 July 2016 - 04:53 AM.