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Give Score on Sackbot Death by Fire

Archive: 8 posts


Ok, a bit of background on the level. Versus level, both players control sackbots that attempt to throw each other into a hazard. This all works fine, I can sense when a sackbot dies, and a new one will spawn. I have tried placing a score giver on each sackbot's microchip, and hooking a tagged impact sensor to each, and the tag on the hazard, but this obviously only gives points to the user controlling the sackbot that dies. Is there a way to reverse this, to give points to the OTHER user when a sackbot dies? Score giver only allows for two options, points to you, or points to all. Is there a way to do points to everyone BUT you?

I've been working on this idea for a few days now and haven't really come up with anything other than some kind of emitter tied into the death logic of the sack bot.

Thanks.

uGG
2011-01-26 18:27:00

Author:
gorillagrams
Posts: 3


I hope someone else comes with a better solution, but you could communicate from one sackbot's circuit to the other by wiring up a tag. Have a corresponding tag sensor (very wide radius) on the other sackbot that registers when the tag on the enemy goes active and hook that sensor to a score giver.2011-01-27 00:50:00

Author:
Antikris
Posts: 1340


You could try putting an impact sensor on the fire link it to a counter that resets and gives score.
Then you could have a require all switch that gives points to the players that didn't die

Hope that helps
2011-01-27 01:05:00

Author:
AssassinatorRFC
Posts: 715


You could try putting an impact sensor on the fire link it to a counter that resets and gives score.
Then you could have a require all switch that gives points to the players that didn't die

Hope that helps

This would only work if the controllinators were near the sackbots, which they aren't. It's a good idea though, and would fit if, say, the sackboy was riding on the sackbot.


I hope someone else comes with a better solution, but you could communicate from one sackbot's circuit to the other by wiring up a tag. Have a corresponding tag sensor (very wide radius) on the other sackbot that registers when the tag on the enemy goes active and hook that sensor to a score giver.

This ended up working out pretty well. Since the emitter that pumps out a new sackbot takes about 2 seconds to do so, I hooked a tag sensor up to a not gate up to a score giver, and made the tag sensors large enough that the sackbot could not go out of range unless it had died. Then, once it dies, the output is flipped by the not and score is given.

Level is published as SUMO MULLET. Give it a shot and feel free to give pointers, this is my first foray into anything with sackbots.

Thanks!

uGG
2011-01-27 13:58:00

Author:
gorillagrams
Posts: 3


Alright, this will be a bit convoluted, but it's the best I can think of:

On each sackbot, you need to set up a system to detect which player had grabbed them last, so you know who to award points to. The best I can think is a 4-input selector, set to the first output by default. Set a few impact switches to override the selector to the 2nd, 3rd, or 4th output, for the other three players respectively. These impact switches should look for tags that can be as simple as... Orange: "Player 1", Orange: "Player 2", Orange: "Player 3", Orange: "Player 4". Each sackbot will need 3 impact switches for the 3 possible other players. you can place these anywhere on their sackbot circuitboards.

These impact switches will require that each sackbot have his own key, so that you can make the impact switches react appropriately. (This is all based on the assumption that grabbing will trigger an impact switch. You might need to play around with this.)

The next thing I suggest doing is lining your fire pits with hologram material that protrudes above it a bit, and put a unique tag on it, say Red: "fire".

Next, you will need to wire up some logic to send a wireless signal. To do this, you need 3 AND gates for each sackbot. One input for each of these AND gates should should come from the selector created above. The other should come from an impact switch, set to detect when the sackbot hits the hologram over your fire pits.

Now, from each of these AND gates you should wire to a Tag, set to a unique tag for each other player. Thus, the conditions are: someone had grabbed the sackbot and the sackbot is about to touch the fire pit (Red: "fire") ---> activate a tag, such as Blue: "Player 1 Payout".

Now, each sackbot should have a tag sensor, set to a huge radius, which is constantly looking for the above tags. Seeing one should award some points to that person.

I hope this is making sense. The downside is that if you manage to throw two into the pit at the same time, you will only get one payout. But, since you are asking how to do this, I will assume you are fine with that. Anything else would get much more complicated.
2011-01-27 14:38:00

Author:
comphermc
Posts: 5338


My suggestion was going to be two Score Givers, one set to (say) +10 Score All, and the other to -10 Score You. Too simple?2011-01-28 02:01:00

Author:
Unknown User


My suggestion was going to be two Score Givers, one set to (say) +10 Score All, and the other to -10 Score You. Too simple?

That would probably work too, actually. I'll give it a shot just to see if it would.

This was my first post on this forum, and I'm really happy with the responses.

uGG
2011-01-28 15:21:00

Author:
gorillagrams
Posts: 3


My suggestion was going to be two Score Givers, one set to (say) +10 Score All, and the other to -10 Score You. Too simple?

That is pretty clever! I didn't know you can give out negative scores. If only it would work with more than 2 players.
2011-01-28 15:37:00

Author:
Antikris
Posts: 1340


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