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Puzzling Points Problem - I'm Perplexed!

Archive: 15 posts


Okay. I'm awful at explaining things like this, so bear with me.

I've rigged some sackbots to explode and award points upon wandering near a tag. It works fine at the moment, as long as only one sackbot explodes at a time. If multiple sackbots reach the tag at roughly the same time, they all vanish but the points are only awarded once. I don't know why, so I don't know how to prevent it. Help?
2011-01-28 01:21:00

Author:
CaptainCowboyHat
Posts: 153


Is the score giver inside each sackbot? If so, the only thing I can think of is that the bot is exploding before the score logic is triggered, try delaying the explosion ever so slightly with a timer to see it that allows the score to register.2011-01-28 01:27:00

Author:
Osprey71
Posts: 93


Is the score giver inside each sackbot? If so, the only thing I can think of is that the bot is exploding before the score logic is triggered, try delaying the explosion ever so slightly with a timer to see it that allows the score to register.

Yeah, I've tried that - it doesn't seem to help...I suppose I could try a longer time gap though.
2011-01-28 01:29:00

Author:
CaptainCowboyHat
Posts: 153


How about grabbing some invisible holo, and have that following your sackbot around - or every time a sackbot is emitted, a piece of material is also emitted out of sight. This way, when the sackbot is destroyed, it could activate a score sensor (on the hologram material out of camera view), which would give points, before destroying that holo too.

I'm sure there's a simpler way though. Maybe record a cute little animation of the sackbots for them to perform before dying. That way, it buys you a little time to activate the score.
2011-01-28 01:33:00

Author:
standby250
Posts: 1113


How about grabbing some invisible holo, and have that following your sackbot around - or every time a sackbot is emitted, a piece of material is also emitted out of sight. This way, when the sackbot is destroyed, it could activate a score sensor (on the hologram material out of camera view), which would give points, before destroying that holo too.

I'm sure there's a simpler way though. Maybe record a cute little animation of the sackbots for them to perform before dying. That way, it buys you a little time to activate the score.

The score works fine, though, when there's one sackbot. It's just that when more than one sackbot is triggered simultaneously, the score only happens once.
2011-01-28 01:37:00

Author:
CaptainCowboyHat
Posts: 153


The score works fine, though, when there's one sackbot. It's just that when more than one sackbot is triggered simultaneously, the score only happens once.

If the timer doesn't work I'm stumped, I figured maybe the explosion caused a bit of lag and messed up the logic a bit on the other sackbots. I'm pretty sure you can trigger score givers simultaneously without issue... strange. Maybe you could try emitting something invisible that gives score, but that seems like it would have the same problems.

How else are you supposed to give score when you destroy something? Seems like a bit of a bug.
2011-01-28 01:45:00

Author:
Osprey71
Posts: 93


Anyone else have any thoughts on this? Is it just impossible to award more than one instance of points simultaneously?2011-01-28 17:34:00

Author:
CaptainCowboyHat
Posts: 153


That may be the case. It's a global tweaker, and activating two of them might be considered redundant by the game. I won't be sure without further testing.

Get my lab coat!
2011-01-28 19:12:00

Author:
comphermc
Posts: 5338


Did some testing, and you can have more than one fire at once. I'm not sure what you were doing, but this is how it should go:

You should have a score giver on each sackbot. Surely there is some wire that you are using to a destroy switch in order to kill each sackbot. Use this same wire to the score giver on the respective sackbot. It's really as simple as that.

If the sackbots are in the same spot, the numbers might overlap. Keep an eye on the cumulative score to see what's happening.
2011-01-29 03:46:00

Author:
comphermc
Posts: 5338


If the problem only occurs when there are multiple jackboots maybe it's an issues with too many tags, try making each set a different color so they activate individually. Might fix it, I'm just spitballing here2011-01-29 05:00:00

Author:
Jboy1995
Posts: 48


I figured out the issue. I will not say what it was because it was completely obvious and stupid. Tee hee.

Thank you for all your help, folks.
2011-01-29 15:21:00

Author:
CaptainCowboyHat
Posts: 153


"Completely obvious and stupid" is the sort of thing someone else is probably stumped on. Feel free to share. 2011-01-29 18:07:00

Author:
Unknown User


lol but I'll be embarrassed2011-01-29 20:45:00

Author:
CaptainCowboyHat
Posts: 153


I'm guessing he forgot to wire them up. 2011-01-29 23:03:00

Author:
comphermc
Posts: 5338


No, my logic was fine, actually. It was something much dumber.

...all right...

Okay, so as part of the animation the sackbots perform when they start to die, I had them plasmafy so they'd be all cool and glowy. Of course that meant that the sackbots that then bumped into the first one were killed without having time to trigger their proper death animations, which meant they also didn't award points before they exploded.

Derp.
2011-01-30 01:26:00

Author:
CaptainCowboyHat
Posts: 153


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