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Score Giver to assign continuous points until death

Archive: 9 posts


Hey, again!

I've come across another "problem". I'm trying to make it so that the score giver assigns points to all players simultaneously until they die. Upon their death, it would stop assigning points to that particular player. It assigns 100 points every passing second. Is this possible?

I have thought about some solutions using sackbots, but the thing is, the level utilizes the Grappling Hook.
2010-11-30 01:42:00

Author:
aer0blue
Posts: 1603


You sure that dead sacks can get points? ( i never checked it)

if yes then thats nasty situation, nasty because crazy signal ownership system. Key here is to any sensor that select seperate players and with this sensor feed the point giver. All depends how your level is build and what is it about

Any this is why i really want MM to implement "specific player" tweak on elements that detect and effect player his present and status
2010-11-30 04:36:00

Author:
Shadowriver
Posts: 3991


Any this is why i really want MM to implement "specific player" tweak on elements that detect and effect player his present and status

I agree. I imagine it wouldn't be difficult for them to include it since we already have this tweak for the Sackbot costumes.

DV
2010-11-30 06:04:00

Author:
Unknown User


Dead sacks probably can get points and the signal ownership system would either continue to give points to the last sack it game points to or default to an incorrect player. Whatever happens, if you continue to give those points they will be given to someone - which is wrong regardless of the outcome.

Try the following:

4 score givers, 4 player sensors, set to detect 1, 2, 3, and 4 players minimum. The sensor set to detect 2 players should be picking up values from the 2nd furthest away player, the sensor to detect 3 players should be picking up values from the 3rd furthest away player..... This is how the analogue signal strength is evaluated, so one would expect that the signal ownership is done in the same manner.

I've not tried this though, it's speculative, but I'm gonna give it an 80% confidence score - the signal ownership isn't that crazy afterall, it's just not something that we have direct access to and as far as I can tell no-one has bothered to do much extensive testing to reverse-engineer the algorithms. Yet.
2010-11-30 10:08:00

Author:
rtm223
Posts: 6497


I tried this on Greedy level to give 5000 at beginning and didn't work, at least on 1.01. Most effective method to control who get points i find is to use wireless logic with tag sensor on contaminators that are under control of specific player.


I agree. I imagine it wouldn't be difficult for them to include it since we already have this tweak for the Sackbot costumes.

Exacly the same as i think
2010-11-30 11:19:00

Author:
Shadowriver
Posts: 3991


I tried this on Greedy level to give 5000 at beginning and didn't work, at least on 1.01.

How were you triggering this?
2010-11-30 11:24:00

Author:
rtm223
Posts: 6497


I had 4 player sensors with raising minimum connected to perma switch (i think) and plug to score giver, they been trigger when player pop-up out of check point, all money goes to host player that came first then as always i missed a simple fact that i could simply use power output of controllinator that they mount at beginning for that. I was testing it with Foofles so he can confirm that to.

But it was 1.01, now who knows maybe it works
2010-11-30 11:42:00

Author:
Shadowriver
Posts: 3991


that's what I thought - the fact that you are triggering on spawn adds in extra factors (timing and location based factors). I still don't know if the method I described would work (ps3 is ~12 miles away ) but it's not quite the same scenario.

TBH, I have no idea why you'd use wireless logic to trigger if using controlinators for something like this - wired would be just as effective and more efficient. Though in general having a tag activated from the central output of the controlinator is a very useful method for controlling all manner of player-assignment problems.
2010-11-30 11:49:00

Author:
rtm223
Posts: 6497


Because i needed to give points to specific players (including not involved in trigger) on specific event on project that i used it 2010-11-30 11:58:00

Author:
Shadowriver
Posts: 3991


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