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Multiplayer Tank Game [Top Down Veiw] point system question
Archive: 5 posts
I've been creating a multiplayer tank game with a top down view (overview mode). It has a 4 player mode, a 3 player mode and a not yet finished 2 player mode. The 4 player requires 4 sackpersons, the 3 player requires 3 sackpersons and substitutes the 4th player with a CPU, and the 2 player will require 2 sackpersons and substitutes player 3 and 4 with CPUs. I am trying to make the level so there is a point limit and the point limit is reached from the combonation of players' points. My question is how to make it so the player that destroys a tank gets a certant amount of points, but no one else dose and how to make it so the points are given apon distruction of the tank? The max point amount will be equal to the combiened points of the players that amount to 3 tanks distroyed/eleminated from game. It seems simple, but I do not know how to connect the points with the tank distruction. My PSN name is Bubbly430621 | 2010-12-13 00:53:00 Author: pirannha Posts: 1 |
The colors in this can be changed and are just an example. Put a BLUE magnetic on the 1 player's missiles and a RED magnetic key on the 2 player's missiles too :o. When the tank detects a RED magnetic key AND the tank is destroyed, activate a score giver to the player 2. Same with the player 1, with a BLUE magnetic key. Hope this helped ! I do not own the beta so I can't help you in there. | 2010-12-14 18:16:00 Author: ZeroZ30o Posts: 157 |
I honestly have no idea how it identifies which tank/player is getting the kill points in my Last Tank Standing game. All the tank tags and seats are different colors but all the same labels, with the 'only you' point giver wired to the tanks themselves... from the counters and timers that dictate damage amount receveid, and the kill points wire from the counter that triggers the destroyers for the tanks themselves. All the tanks have the same color tag for their ammo, and all counters/timers receive input from that one color, yet it seems to just know which tank the bullet that incurred the damage came from, and by extension which player is operating that control seat. it could have been set up with OR gates using 4 different colored tags on each tanks hit system, the way the radar is set u, but that would have been another mess of logic relays and junction points that I thankfully was able to avoid. I say just test it as you build your score system with a friend or two to see who's getting points, because i'm pretty sure player action = ownership > impact/tag = ownership impact/tag > score giver on target = score to impact ownership | 2010-12-16 12:58:00 Author: Unknown User |
im also completely lost when it comes to how the only you function works on point givers - for example it can tell which person out of 4 chucked the ball in the net or whatever, so sorry for not being able to help on that front what i can say is, have you tried messing about with game types , time limits and score limits? if you want the cumulative score of all the players to be what ends the level then change it to a co-op level and put a score limit on, since everyones score goes into one big pot in co-op mode. the problem i can see is that this is a versus type game? in which case i wouldnt know how to make it end in the way you suggested sorry | 2010-12-16 16:46:00 Author: Skalio- Posts: 920 |
duh, i didn't even answer your other question. you can have anything that incurs points (your tags, impacts. counters/timers for life bars and the timer ors that manage the damage amounts) wired to an OR gate with as many inputs as needed. a selector will also work. have the OR gate and all it's inputs as you see fit (whatever adds up to your desired point weight) leading into a counter. when the counter fills, it can trigger the game ender it's output is wired to. or on all your chips, your damage outputs can activate a tag on the chip in the same way, and a single tag sensor with maximum radius wired to a counter to a game ender, can detect your hits every time when the tag is turned on for a split second. though the tag method can fail to detect in rapid succession. i like to buffer tag activation with any number of things; a series of offset timers to dictate the amount of times the tag is activated (i can live with 4 x 1 damage even if it's not 5 x 1 every time), tag required #'s etc | 2010-12-17 11:53:00 Author: Unknown User |
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