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#1

Versus score problems

Archive: 4 posts


With my tanks game I have the basics of a working engine, but scoring is proving an issue. I have a point giver on a tank, that is activated when impacted with a labelled tag. When a player's shot hits another tank, that tank's circuits award 100 points to "Just You" and those points go to whoever fired the shot.

However, the same circuit fails when instead of shooting a shot, I shoot an energy beam. This awards points to both the shooter and the tank getting hit! I can't see any way to specify who the points should go to. I suppose i could use a work around with different beam weapon objects for each player, and have those give points. But I don't understand why my setup works for projectiles but not a holographic beam.
2011-01-26 23:14:00

Author:
Shifty Geezer
Posts: 131


I wish I could help you out with this, I'm having issues with the Score Giver too. In my level, I have player-controlled Sackbots playing basketball. However, when the ball passes through the hoop and activates the sensor, the points go to no one! The "100" pops up, but my score doesn't increase.

frustrating as hell. can you further detail how your sensors/score givers are wired?
2011-01-27 00:04:00

Author:
bigkurz8
Posts: 60


Every bullet has a tag, named Shot_R for red player, Shot_G, Shot_B and Shot_Y. The beam is made of strips of holo with a Beam tag. Each player tank has three impact sensors for the other tank's shots, and an impact sensor for Beam, through an OR gate to the same one point giver. This point giver gives points only to the player who shoty the Shot_ tagged bullet, but to both players in the case of being triggered by a Beam tagged collision.

There's either a bug here, or a subtle quirk in how players are determined. There clearly needs to be more info, a full tutorial, on point giving for versus games with action-at-a-distance.
2011-01-27 10:52:00

Author:
Shifty Geezer
Posts: 131


An update has fixed the problem. I don't yet get the underlying mechanics - it seems as though LBP2 determines who is "you" in a score bubble based on the sensors within a chip. I changed my generic Beam to 4 different colour tagged Beam_R, _G, _B, and _Y like with the shots, and now scores are afforded correctly. If a tank had a tagged impact sensor for an impact, it was receiving the points. Having each tank only have impact sensors for the other player's weapons meant the points giver know's who to give the points to.

Hopefully you can use this knowledge by individually naming pieces. You can of course have multiple tags on the same componet, like a ball, and switch between which tag is active based on who's hit it.
2011-01-27 14:28:00

Author:
Shifty Geezer
Posts: 131


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