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How can I do this? Logic help needed.
Archive: 12 posts
I'm making a basketball type game and I can't figure out how to get the game to recognize 1 players ball going in the hoop and not the opposing player. Right now I have a different color tag (proximity) sensor in each hoop connected to a score giver sensor. I have 2 diffetent colored tags on the ball The problem is it doesn't matter which hoop the ball goes into, it just adds 10 points to both players tally, theres only 1 score being kept, in fact that's another problem I have, how do I keep a separate score for each player? I know there's a setting for Players Color, but I have no idea what this is for and if it could help me. Thanks. | 2011-01-27 01:51:00 Author: SirGreenDay Posts: 144 |
I'm having a major problems with the Score Giver and a basketball game as well. In all honesty, I'm beginning to think it's something wrogng with the game. The actual logic behind all my switches works just fine (As evidenced by sound bytes being activated), but the score giver is all kinds of messed up. I basically have a GREEN HOOP and a RED HOOP. Players control sackbots assigned to "Teams" that can only score on one hoop (Using various logic, only one hoop is "Active" at once). When I take control of a red player, score on the red hoop, I get points added to my score. However, if I restart the level and take control of a GREEN player and score on the GREEN HOOP, everything activates (Sounds go off, etc.) and the score giver even says "200 Points" above it, but those 200 points never actually go to a player. It's VERY odd....and possibly a glitch. | 2011-01-27 06:22:00 Author: bigkurz8 Posts: 60 |
What do you guys think? Any Score Giver experts? Are we missing something simple? Or is this a...gasp...game flaw? This just doesnt work right. | 2011-01-27 06:34:00 Author: bigkurz8 Posts: 60 |
If you need seperate scores then go to tools bag all the way to the end and change settings to vs or something like that | 2011-01-27 07:01:00 Author: The age of LOLZ Posts: 229 |
If you need seperate scores then go to tools bag all the way to the end and change settings to vs or something like that Did you even read our posts? Please don't treat us like small children. Yes, of course we're in "Versus" mode. that's not the issue here. there's something wrong/ some subtlety no one yet understand regarding the distribution of points with the score giver. | 2011-01-27 07:08:00 Author: bigkurz8 Posts: 60 |
Sadly "player speciffic sensing" options for a lot of tools (DCS, Score giver, all types of sensors etc.) have not been implemented in the game What you perhaps can do is to use Sackbots instead of Sackpeople, as the Sackbots can be tagged with unique Tag Keys and labels to make the game tell them apart. It's no Ideal solution, and I personally can't wait for the day when Player Specific Sensing is included in all logic tools where it would be applicable. (Sackbot costumes can be player specific - why can't anything else?) | 2011-01-27 07:30:00 Author: Slaeden-Bob Posts: 605 |
Sadly "player specific sensing" options for a lot of tools (DCS, Score giver, all types of sensors etc.) have not been implemented in the game What you perhaps can do is to use Sackbots instead of Sackpeople, as the Sackbots can be tagged with unique Tag Keys and labels to make the game tell them apart. It's no Ideal solution, and I personally can't wait for the day when Player Specific Sensing is included in all logic tools where it would be applicable. (Sackbot costumes can be player specific - why can't anything else?) That's actually precisely what I'm doing in my level. I have sackbots on the basketball court with Key Sensors, etc. On my basketball, I setup a logic board that detects which "Team" is touching/last touched the basketball. So if the GREEN team has it, there's an ON output (from a counter, always on until reset by a Red Touch) activating the green hoop, and vice-versa for the red team. Nevertheless, no matter WHAT I do, points are only awarded to actual players in my game for baskets scored by the red team. If I have someone controlling the GREEN TEAM (via controlinator) and they score on the activated green basket, the Score Giver flashes a "200" above itself, but those points never actually go to any players. That means, the circuits themselves are sound. The signal is going where I want it to, WHEN I want it to. The problem is within the point distribution of the Score GIver itself, and not seemingly someting within my level. Here's an example of a playthrough: I start in the level, and get in a Controlinator for a Red Team sackbot. I grab the ball (activating the red hoop) and toss it in for a basket. My player is awarded 10 points which show up in the Top-Left corner of the screen. I then exit the controlinator, and get in a different one for the Green Team. I grab the ball, which activates the Green Hoop (as evidenced by the green LED showing up), and toss it into the basket. A "10" appears above the physical location of the score giver, but I am not awarded those points. It's like the game is acknowledging the activation of the score given but is doing nothing with it. When I had a friend join my game for versus mode, we could only score on the Red Hoop. Furthermore, when HE scored on the red hoop, the points were awarded to ME despite the basket having been made by the controlinator he controlled. | 2011-01-27 07:42:00 Author: bigkurz8 Posts: 60 |
Ok, versus is a great start I think on the points giver you can issue who to give it to? Uhm........ Yeah, that's all I really have to say... Maybe have 1 tag sensor on each sackbot which corresponds to a tag key in the hoop with a corresponding label then just attach the tag sensor output to a NOT gate and make the output not inverted then attach the output to a points giver. I dunno... Try those Or even better, maybe have the tag keys on the basketball? | 2011-01-27 07:42:00 Author: mutant_red_peas Posts: 516 |
I just added you on PSN so we can join together and you can see what I'm talking about. There's a fundamental issue here with the Score Giver that's not at all related to the logic (Which is completely sound, x 3 verification). | 2011-01-27 07:47:00 Author: bigkurz8 Posts: 60 |
I've just discovered how to solve this issue which I outline in this thread: https://lbpcentral.lbp-hub.com/index.php?t=46856-Important-Vs.-scoring-discovery-object-creation-method-affects-point-giver-target&p=755831#post755831 Read that thread and then the following will hopefully make sense - You need to pass the player ID to the Point Giver, which means passing a DCS signal (if there's another way to do it, I don't know what that is). So the Point Giver has to be on the player's sackbot. One solution, off the top of my head, is to have a tag on the ball for each SB, Player_1, Player_2, etc. to denote the player. Then have a corresponding tag for score on the ball and a sensor on each SB, Score_1, Score_2, etc. When a player catches/hits the ball, activate the Player tag on the ball to know who currently owns it. When the ball passes through the basket, activate the tag associated with that player. Have a huge radiius tag sensor on each SB for its own Score tag, and run that WITH AN AND GATE to a score giver, with the AND gate having one of its inputs as the DCS control power signal. eg. Player 2 grabs the ball. Switch the ball's Player_2 tag to ON and all other player tags set to OFF. The ball belongs to player 2. Player 3 gets the ball, switch his Player_3 tag on the ball ON and the Player_2 tag off - the ball belongs to player 3. Player 3 scores - switch the Score_3 tag on the ball to on briefly. Player 3's Score_3 labelled sensor detects this tag and activates the point giver, which awards the points to the player who's identiity is signalled from its DCS receiver. Okay, I realise the above is for any SB scoring in any hoop. You can rework that for specific hoops. You could even add a receiver for the player's DCS on the hoop in which they score, and have the Point Giver logic in the DCS reciever chip, and just use that identity signal from the controller's power output. There may be better ways to do this to. I've only just discovered this whole branch of player identity signals. | 2011-01-31 20:41:00 Author: Shifty Geezer Posts: 131 |
If all you want is to give player A score when it goes to the left hoop and player B score when it goes to the right hoop do the following: - Control the game with Sackbots instead of sackpersons (I would do this always regardless of the game, since you can make the sackbots look like the player controlling them) - Ball going through left hoop -> pulse a tag labeled <GAME - LEFT SCORE> - Ball going through right hoop -> pulse a tag labeled <GAME - RIGHT SCORE> - On player A's Sackbot, have a tag sensor with infinite range look for a tag labeled <GAME - LEFT SCORE> and wire it to a score giver in the Sackbot - On player B's Sackbot, have a tag sensor with infinite range look for a tag labeled <GAME - RIGHT SCORE> and wire it to a score giver in the Sackbot I guess there are ways to do it with sackpersons as well, but I'm not 100% sure how that would work since I haven't done it before. Shouldn't be impossible though. | 2011-01-31 21:27:00 Author: Linque Posts: 607 |
Here is a good debugging solution. Attach some holo material to any object with logic and set the color to player color. You can now get an idea of what player ID is associated to that object. You may be able to put the score giver on the ball, since I believe the last person who grabs an object essentially owns it. Even impact sensors change the ownership of an object I've noticed. | 2011-01-31 21:46:00 Author: Osprey71 Posts: 93 |
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