Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Help!
#1

How do I select the control seat of a specific player?

Archive: 18 posts


Hey, I'm currently working on a survival challenge for 1 to 4 players and I'm trying to create a microchip that can select the individual players.

Here's my situation: I have 4 controlinators that the players enter right away when they enter the stage.

Let's call them C1, C2, C3 and C4.

Now for example, one player enters C1 and another enters C3.

Then the microchip should output: "Player 1 in C1" and "Player 2 in C3"

Basically I want to do this so no matter what control seat they're in they will be in control of the right vehicle if they're player 2 or 3.

Any help, thoughts or ideas are very welcome

Also, I'm not sure If I explained it clearly enough, so please tell me, if you want me to explain it better.
2011-01-27 11:18:00

Author:
Unknown User


I'm not quite sure I understand what you mean, but let me give it a shot:

You want Player 2 to always be controling vehicle 2 no matter what DCS player 2 is using?

If that's the case, I think you are out of luck There is currently no way of sensing which player # is using which seat, as Player Specific Sensing sadly hasn't been implemented in the game besides that of Sackbot costume copying.

What you can do though it to attach player sensors to the eject input of the DCS's. A Player Sensor "requiring 2 players" to seat 2, a Player Sensor "requiring 3 players" to seat 3 and so on. This way seat 3 and 4 will not be active if only 2 players are detected in the level.
I'm not sure if this is actually any help in your situation?
2011-01-27 15:32:00

Author:
Slaeden-Bob
Posts: 605


Yeah, would be nice if we had some more kinds player sensors, like a player counter and such, so we could save a lot of work on logic

anyways, thanks for the advice, I'm currently just basing my controls on the amount of players and the DCS order.

I've noticed that when players spawn 1 at a time in an area that's within more than 1 DCS's auto-enter area, the sackboys will enter the oldest available seat. No Idea what happens if people spawn simultaneously though.

The main reason I want to know what DCS a player is in is so that if a player leaves mid-game then another player recieves control of the missing players vehicle and the rest can carry on like nothing happened.
2011-01-27 15:56:00

Author:
Unknown User


The main reason I want to know what DCS a player is in is so that if a player leaves mid-game then another player recieves control of the missing players vehicle and the rest can carry on like nothing happened.

This should be doable
You can still detect which seats are occupied and which seats are empty with the current tools. Just have one of the other occupied seats take over controls of the vehicle if the governing seat suddenly is empty.
2011-01-27 16:04:00

Author:
Slaeden-Bob
Posts: 605


The only way I can think of offhand is to make a staging area like I did in Survival Line (http://lbp.me/v/s3x8nv) or like Nuclearfish did in Deflectorball (http://lbp.me/v/q39w59). By that I mean, having the players select their own spot.2011-01-27 16:23:00

Author:
jwwphotos
Posts: 11383


I haven't done any experimenting, but do players enter a level sequentially? Like if there are four players and four dcs's set to auto-enter, will players 1-4 always end up in the same seats or does it vary? Somebody should do some experiments to see if the results are consistent. If they are, then that would solve your problem easily.

I'm guessing that the seats will always fill up in the same order (likely the order they were placed in), but I don't know if the players will get pulled into them in that same order. A further question. If four players are milling about and a controllinator suddenly triggers an auto-enter (with everybody in range), which player gets pulled in? Player 1? The closest player? If nobody else does any experiments, I'll try to do some later when I get time.
2011-01-27 18:16:00

Author:
Sehven
Posts: 2188


I haven't done any experimenting, but do players enter a level sequentially?
No, first load first serve.
2011-01-27 18:46:00

Author:
Luos_83
Posts: 2136


No, first load first serve.

I tried testing it with my second controller and it loads controller 1 if there's only 1 DCS and if there is 2 DCS then it loads controller 1 in the oldest and controller 2 in the second oldest. So it doesn't seem like players enter the level at the same time even offline... So I believe it's possible to use that to our advantage!
2011-01-27 19:01:00

Author:
Unknown User


How?
player 1 can ocasionally load last, and in other occasions first.
how would you want to take that to your advantage?
2011-01-27 19:24:00

Author:
Luos_83
Posts: 2136


Hmm...... Try using sackbots.

Everyone spawns, enters controllinator, controllinator controls sackbot and then the sackbot gets in the next controllinator (C1234). This can be done using tag sensors. On a controllinator circuit board put a tag key of a certain label and a tag sensor on the sackbot circuit board with the same label, then attach the tag sensor output to the controllinator input. I think....

I dunno.... Everything is fuzzy.... FUZZEEEEEEE!


Edit: On versus mode if you place 4 checkpoints with separate columns to guide the player, they can land in their controllinator. Versus makes every checkpoint active, as far as I know. But the problem is, it makes the checkpoint you spawn from random. I have another idea. Player sensors, 4 of them. All positioned close to each other as possible. There's a brief pause while it counts no. of players, allowing time for everyone to spawn (or possibly some dissolve that only dissolves when all players are in its radius. Req. all) then a controllinator appears for every player. Sorry if it's unclear, if some of that makes some sense just ask me for a simpler definition.
2011-01-27 19:25:00

Author:
mutant_red_peas
Posts: 516


why not just detect how many players and then emit the right cars in order? i mean say theres two players, you quickly sense them and then emit cars for player one and two - or does it matter that lpayer one HAS to be in the red car and player two HAS to be in blue?2011-01-27 19:43:00

Author:
Skalio-
Posts: 920


Prolly the last!2011-01-27 22:07:00

Author:
Luos_83
Posts: 2136


This one is actually pretty easy, I accidentally stumbled on the answer in one of my levels. The controlinators suck players in by color. That is, if you plan to have four players, and four controlinators, you should set the following: Have all controlinators the player rests in be transmitters, and have them all paired up with receivers. If the thing they are controlling is supposed to be attached to them, or they are riding it, just put both on the same object and hide the receiver. Now, for this to work they all have to be forced into controlinators at the beginning of the level, so the spawn point mist be in range of all the controlinators' detection radius'. Once this is done, Just set the receivers and transmitters to the following colors: Blue for P1, Purple for P2, Pink for P3, and Red for P4. If you did it right, player one will always spawn, and get in the blue transmitter, and control the blue receiver. The same for all the other players, regardless of how many there are.

Just a minor tip to save you some time, hook up the receiver's controls to the object, not the transmitters.

I really hope this makes sense, and fixes your problem. Now that I look at it, that is an enormous block of text. I have to do some video tutorials tomorrow, this could be one of them if you would like.

This is basically what Sehven said to do, I just accidentally found out that it works.
2011-01-27 22:23:00

Author:
Unknown User


Sounds interesting lewk, gotta try that.
But what if P1 spawns last?
2011-01-27 22:33:00

Author:
Luos_83
Posts: 2136


They won't, it always spawns player in order. Essentially if P1 lags and spawns late, it will still won't spawn the others until P1 spawns. Even if he does, the game should still match him up with blue.2011-01-28 04:46:00

Author:
Unknown User


The controlinators suck players in by color.

Wow! That would be amazing if this is true!
Until I see it in action or try it out for myself hovever I am still a bit doubtful about the validity of this claim though
2011-01-28 06:04:00

Author:
Slaeden-Bob
Posts: 605


Wow! That would be amazing if this is true!
Until I see it in action or try it out for myself hovever I am still a bit doubtful about the validity of this claim though

Here is a video of my team-based soccer level, I used this to set up the teams. I explained most of it it the last post, but check the video's description if you want.

http://www.youtube.com/watch?v=TK2mcgFVenc

I would post it in the level showcase, but last time I tried I messed up somehow.
2011-01-28 07:30:00

Author:
Unknown User


-Double Post- Sorry2011-01-28 08:09:00

Author:
Unknown User


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.