Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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Toggle tag sensors?
Archive: 7 posts
I have a level that is almost complete, but I need to figure out how to give players a score So I decided that the game should spawn a box, the players are to fight over it with grabinators and take it to the designated return spot. Right now I have it set to every 15 seconds, a randomizer is hooked to an AND gate, one it the LED Light (So players know where to go) and the other should toggle on the tag sensor. Once the next spot is picked, that tag sensor should no longer work until it lights up again Any suggestions? | 2011-01-25 04:49:00 Author: BiznessMan Posts: 17 |
sorry i didnt quite understand that so if im wrong pardon me, but so far i understand that you have a box being emmited the the players have to fight for, and get it to the designated area, during this time, there are led lights that show you where the designated spot is. If you could explain a bit more about the logic you have so far id be glad to help! | 2011-01-25 04:53:00 Author: shadowsythe456732 Posts: 176 |
Thanks shadowsythe, you're pretty much right Basically, its a VS map that is a large square with various obstacles on each wall/floor. There is a central platform in the middle of the map with a Three way lever. Any time a player pulls the lever, the level rotates in that direction (a 90 degree rotate and then it stops) The box randomly emits from three different spawn points. The players need to pick up the box and take it to the currently active "box point" The way I have the box points set up is a 15 second timer that counts up. Once it gets full it toggles a random gate, which goes to three different direction ports (That way, it turns on both the LED light and toggles the tag sensor) I just cant figure out how to turn off the tag sensors when its not supposed to be activated... does that help any? | 2011-01-25 05:16:00 Author: BiznessMan Posts: 17 |
oh yea! I got it, well i recently thought up of a very usefull idea for this kinda stuff, and i mentioned it in a recent post, but its very simple. If you where to put each tag sensor in there own microchip in the same spot as they where before what you can do is to activate it, just put the output of whatever switch you have to the input of the microchip, everything in the microchip will be deactivated when the microchip does not have a TRUE input. in other words, anything in a microchip, even if it dosent have an input tab, can be given one by putting it in a microchip........ ill draw a picture breifly explaining...... though i will use my own lvl design since i really have to see it to understand fully..... Hope this helps!! REMEMBER THE TAG SENSORS ARE IN THE MICROCHIP!!!! | 2011-01-25 05:33:00 Author: shadowsythe456732 Posts: 176 |
Thanks so much! I knew it had to be something simple. Its working great now! I have only one more small problem. The whole level takes place on one plane, which is great and all but any time somebody carries the box they get stuck on the checkpoints since they stick outward from the wall... I need to find a way to fix that, but thats a whole different subject all together. | 2011-01-25 06:21:00 Author: BiznessMan Posts: 17 |
Sorry for this last bump I have everything working now except one small thing Each checkpoint has the gripper gloves on them since the players will require them to carry the box/each other. Problem being, anyboy who carried the box ends up hanging off the power up thing. Since my level takes place in the second layer (First layer handles the rotation and third layer is for spawning) I'm not really sure where to put the power ups, seeing as how they are two layers long Is there any way to just let the player spawn with the powerup? I honestly doubt it, but its worth a shot | 2011-01-25 07:11:00 Author: BiznessMan Posts: 17 |
Okay one last bump hopefully I've decided that since the level already had a stationary layout the entire match (Except the intro and ending) I would just use Sackbots for the players Now, instead of carrying the box, I'm trying to figure out how to make the "box" a pickup. Meaning, one player touches it and its now "part of them". I guess the example I'm trying to figure out now is a green orb. One player touches it and they should glow that color (using a hologram that follows at the moment) The question is, how could I make it to where only one person can pick it up at a time? If I put tag sensors on the orb, won't it travel between all the tags and get confused? Also, would it be possible to make the player "drop" the item if they are picked up with the grabinator? (Using a grip switch?) Sorry if this is confusing. I have the whole level done aside from the actual point system and I don't really know where to go from here | 2011-01-25 08:24:00 Author: BiznessMan Posts: 17 |
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