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multiplayer sensors

Archive: 13 posts


SO we were trying to create an elevator that starts once everyone is present - cause if you get left behind - you're dead ) But once we made it, it triggers when just one person steps on so everyone else gets left behind. I know it's possible with the sackboy sensor - because on BoomTown when you wait for the jail to explode, playing with 2 players, both people have to stand on the "X" for the bomb to go off. ANyone have any tips on how to get a multi-player switch to work only when the amount of players is present? Thanks 2008-10-29 21:05:00

Author:
RedPanda
Posts: 191


SO we were trying to create an elevator that starts once everyone is present - cause if you get left behind - you're dead ) But once we made it, it triggers when just one person steps on so everyone else gets left behind. I know it's possible with the sackboy sensor - because on BoomTown when you wait for the jail to explode, playing with 2 players, both people have to stand on the "X" for the bomb to go off. ANyone have any tips on how to get a multi-player switch to work only when the amount of players is present? Thanks

Thats a good point, if they created it then we should be able to also. maybe they didn't just use the tools that are available to use.
2008-10-30 00:02:00

Author:
OverWork
Posts: 873


Im sorry to say, but they definitly did not use all the tools present. I mean look at the 3d objects. Nobody could make one of those in game.2008-10-30 04:47:00

Author:
Unknown User


Im sorry to say, but they definitly did not use all the tools present. I mean look at the 3d objects. Nobody could make one of those in game.

Everything in their levels can be recreated by the player. In the case of 3d objects, it's in the form of picking them from prize bubbles. This is definitely recreateable if they did it. If you want my guess, here's what I say. They probably had a sensor switch earlier that triggers everytime someone passes. You would have to put this in a short drop with a spawn beforehand to prevent people from skipping it. Everytime someone passes the switch, a block drops a little more down a hole, up to four times. On each level it can drop to, they would have a key trigger switch, with the key on the block. Now the game knows how many people you have. Now, each key would need to trigger a piston that would extend when the key is near and go back when it leaves. Say you have three people, the third piston would be the only extended one. There would be another key switch set on the piston and other side of the piston. That switch would trigger how ever many pistons to extend somewhere else, equal to the 4 - number of players. Now hook another sensor up right before the elevator. Make a different piston extend whenever it is passed. When all four are extended, using the multi-input switch lbp has made, set that magnetic key switch to set off the elevator. Voil?!

Sorry if this is confusing. I'll make a picture tomorrow if you like. There may very well be a simpler way. This is the first method that came to mind.
2008-10-30 05:15:00

Author:
BassDeluxe
Posts: 984


Everything in their levels can be recreated by the player. In the case of 3d objects, it's in the form of picking them from prize bubbles. This is definitely recreateable if they did it. If you want my guess, here's what I say. They probably had a sensor switch earlier that triggers everytime someone passes. You would have to put this in a short drop with a spawn beforehand to prevent people from skipping it. Everytime someone passes the switch, a block drops a little more down a hole, up to four times. On each level it can drop to, they would have a key trigger switch, with the key on the block. Now the game knows how many people you have. Now, each key would need to trigger a piston that would extend when the key is near and go back when it leaves. Say you have three people, the third piston would be the only extended one. There would be another key switch set on the piston and other side of the piston. That switch would trigger how ever many pistons to extend somewhere else, equal to the 4 - number of players. Now hook another sensor up right before the elevator. Make a different piston extend whenever it is passed. When all four are extended, using the multi-input switch lbp has made, set that magnetic key switch to set off the elevator. Voil?!

Sorry if this is confusing. I'll make a picture tomorrow if you like. There may very well be a simpler way. This is the first method that came to mind.

I've been thinking about using this setup for a while. It could come in pretty handy. I suggest either following the description above or using a regular pull switch.
2008-10-30 05:47:00

Author:
docpac
Posts: 601


Haha, WOW! That was sooo in depth - I guess I have some playing around to do Thank you sooo much for your input ^.^2008-10-30 16:45:00

Author:
RedPanda
Posts: 191


If you look you will notice the switch's eyes light up when it triggers, and it only triggers when the amount of people required are there...

Also, with that setup, wouldn't the same person be able to pass the switch to make it go down further, and then find tat they need 4 people to continue?
2008-10-30 16:58:00

Author:
Ozymandias
Posts: 223


I was just thinking about this >.> And I noticed both - say one character gets ADD and runs around the sensor 4 times, then the blocks would be a hinderance at that point. And also the sensor in the games ( any mini game has it where you fall below) where if 3 out of 4 players are standing on it, it does nothing... but as soon as the 4th drops down, the eyes light up and the game starts Still haven't tested anything, just an observation 2008-10-30 17:19:00

Author:
RedPanda
Posts: 191


I was wondering the same thing while playing the beta. I started a thread about it here (https://lbpcentral.lbp-hub.com/index.php?t=t=2823)

I don't think there is a simple solution. The one I like best though is to have two sensor switches- I'll call them A and B. Switch A will be inside your elevator and will trigger when at least one sackboy is in your elevator. Switch B will be outside of the elevator. Make the trigger radius of B huge and position it so that the edge of the trigger radius is adjacent to Switch A's trigger radius. Set B's Inverted option to true. Finally, the wires on switch A and B must be attached to an AND gate (ConfusedCartman has one which is discussed here (https://lbpcentral.lbp-hub.com/index.php?t=t=3812)).

Finally, attach the output wire of the AND gate to the mechanism which is powering your elevator.

In summary, the only way the elevator will start moving is if a sackboy is inside the elevator (sensor switch A), AND there is no sackboy outside the elevator (sensor switch B).

Hope that helps. If anyone has a better solution I'd love to know about it. I'd really like to know how MM implemented their multiplayer sensors.
2008-10-30 17:48:00

Author:
Unknown User


SO we were trying to create an elevator that starts once everyone is present - cause if you get left behind - you're dead ) But once we made it, it triggers when just one person steps on so everyone else gets left behind. I know it's possible with the sackboy sensor - because on BoomTown when you wait for the jail to explode, playing with 2 players, both people have to stand on the "X" for the bomb to go off. ANyone have any tips on how to get a multi-player switch to work only when the amount of players is present? Thanks

An idea would be to use some kind of 'weighing scales' to measure how many sackpeople there are at the start. Then each value could emit a corresponding amount of switches/buttons to match. You would need 4 co-operative players in create mode for this to work however, so you could get the unit measures in the first place, unless you could have an object of relative weight to a sackperson. Make sense?


Im sorry to say, but they definitly did not use all the tools present. I mean look at the 3d objects. Nobody could make one of those in game.

They have sort of cheated in that they created the 3d objects suited to their themes and their themes only. Its the same with object and material types.
2008-10-30 18:07:00

Author:
floor3013
Posts: 287


I was wondering the same thing while playing the beta. I started a thread about it here (https://lbpcentral.lbp-hub.com/index.php?t=t=2823)

I don't think there is a simple solution. The one I like best though is to have two sensor switches- I'll call them A and B. Switch A will be inside your elevator and will trigger when at least one sackboy is in your elevator. Switch B will be outside of the elevator. Make the trigger radius of B huge and position it so that the edge of the trigger radius is adjacent to Switch A's trigger radius. Set B's Inverted option to true. Finally, the wires on switch A and B must be attached to an AND gate (ConfusedCartman has one which is discussed here (https://lbpcentral.lbp-hub.com/index.php?t=t=3812)).

Finally, attach the output wire of the AND gate to the mechanism which is powering your elevator.

In summary, the only way the elevator will start moving is if a sackboy is inside the elevator (sensor switch A), AND there is no sackboy outside the elevator (sensor switch B).

Hope that helps. If anyone has a better solution I'd love to know about it. I'd really like to know how MM implemented their multiplayer sensors.


Oooooh. This one sounds a bit simpler and makes complete sense Thanks for your help on this
2008-10-30 18:54:00

Author:
RedPanda
Posts: 191


I said to put the first switch during a drop, that was so people couldn't pass it extra times. Preferably put the start point above the ground and trigger the switch on the way down. >.>

Anyway, the other way will probably work too. And it really does seem a bit easier. But if you need it multiple times in a level, it would probably be best to use mine.
2008-10-30 19:14:00

Author:
BassDeluxe
Posts: 984


I just made a door which would only close when everyone is past it. Add me on PSN (PinkyLaRue) and i'll show you once the servers are up...2008-10-30 21:17:00

Author:
PinkyLaRue
Posts: 36


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