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Counting players and DCS spawning
Archive: 4 posts
Hey guys, new to the forums here and am learning a bunch of cool new tips to create stuff in LBP, but I do have a few questions that I can't find elsewhere First of all, how does the game count the number of players? There are a few bonus levels that do this, such as the rodent race. It detects the amount of players and creates that many of the rat vehichles. It also waits for the players to all get in the initial DCS "station" before the match starts. I'm curious as to how one could do this in their own level. I was thinking of just doing a player sensor that increments a counter when passed, but maybe I am not thinking about that correctly. Also, how does one make it to where if they die on a DCS controlled vehicle (or sackbot) then they can respawn on the same thing? I have a level that I wanted to make where you control a sackbot, but if he dies, the level just stops from that point. Last question I have. How would you detect which specific player touched an item last? I bring up the basketball bonus level as an example. Whichever player last touched the ball gets a point if it is tossed through the hoop and I'm somewhat baffled as to how that works. There are many other things I'd like to know, like how to make the sackbots travel through the tubes and such, but that seems to be something I can figure out on my own. The questions above though... I'm not really sure | 2011-01-24 03:45:00 Author: BiznessMan Posts: 17 |
Hey guys, just an update on the player count deal. I messed around for at least an hour and the only solution I came up with was to make 4 DCS object and connect it to a 4 port AND switch, which then output the information based on that. The only problem is, it requires different spots for 1, 2, 3, and 4 player spots as well as forcing the players into the DCS's to make the level start. Just figured that some other people may be interested in this method. I'll make sure to update if I can figure out something better | 2011-01-24 08:05:00 Author: BiznessMan Posts: 17 |
The easiest way to detect a number of players is to set up four sensor switches and set each of them to require a different number of players. Now you'll want to make sure that only one output is read (if there are three players, then 1-3 of the sensors will be ON), so you'll need to use some rig with a series of NOT gates, or you could convert the switch outputs to 25% analog values and add them or something (I'm sure there's a simple way, but it escapes me right now). Do you want the player to respawn on the same vehicle or do you want them to respawn on a copy of the vehicle back at the starting point? I'm not sure how Mm did the basketball thing, but I imagine it could be accomplished with controllinated sackbots with tags on their circuit boards to indentify them to the ball or something like that. Then again, it may just be automatic: if you're in a vehicle and you fire a weapon that earns you some points, the game is pretty smart about knowing who to give the points to; but you'll have to do some experimenting to be sure. | 2011-01-24 08:54:00 Author: Sehven Posts: 2188 |
Thanks for the response! I think your way seems a bit better than the way I was going about it (using a ton of DCS objects) As far as respawning, I wanted to do a level that spawns the same sackbot for each player (Astronaut costumes). I guess you can emit one at a checkpoint each time one dies or something. And for the Basketball one... I'm still baffled. The player picks up the ball and throws it. If it goes through the hoop it gives the last person that threw it the point. I could try that later and see how it works. Can they not have the same tag colors? I have a level that is using two vehicles for player 1 and 2, but player 1 is getting all of the points regardless of who is triggering the point giver | 2011-01-24 10:02:00 Author: BiznessMan Posts: 17 |
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