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Multiplayer Sackbots? how?
Archive: 4 posts
I am making a level with Controllable sackbots where if the sackbot dies, and once you respawn, a new sackbot is also respawned as well as a hidden controllinator for your sackboy. there are reasons as Im hoping to add various powerups and ability to this sackbot prototype. Im quite happy with the way its working, the only problem is when it comes to adding more players than 1 into the mix. what id like is for the sackbot to copy each individual players sackboys costume, so a player doesn't initially know they are controlling a sackbot for this level (unless they try to open the popit i guess) only thing is, there appears on way to differentiate between individual players. In the MM levels this is solved by having the controllinator on the object being controlled, but as we all know, sackbots have to be controlled remotley, and as such have to use a frequency to communicate through to the sackbot. again not a problem initally, I thought, and popped the sackbot spawning logic to cycle 1-4 for each player, and spawning a slightly tweeked version of my controllable sackbot for each player. however as I want the sackboy to die when his sackbot does (and thus incur the proper score and non-aceable penalties) when there is more than 1 player, they may not neccesarily die in the correct order, resulting in a huge logical nightmare in trying to figure out how the heck I can spawn the correct sackboy for the correct player.... HELP! EDIT: found this nice little post about detecting the number of players... https://lbpcentral.lbp-hub.com/index.php?t=45839-Limit-number-of-players at least i can stop 4 people coming in or possibly make it so the other 3 are observers until i can figure out something better | 2011-01-28 18:32:00 Author: Unknown User |
Yes, unfortunately there is no player recognition at this time. The best way to do it is for people to start in a lobby and choose their sackbot. This doesn't give you the effect you want, though in not knowing you are controlling a sackbot, but that is unfortunately how it is until MM adds player recognition. | 2011-01-28 18:39:00 Author: RSQViper Posts: 302 |
ah well. Just a thought, but is there any logic to the order that peeps spawn from the checkpoints? if its always the first one to die who is first out... there might be a way, by essentially "remembering" the order peeps die and spawning the sackbots in that order as people come out of the spawn point.. ah well, ill concentrate for now on making it a great single player experience, then worry about multiplayer spoiling it | 2011-01-28 18:48:00 Author: Unknown User |
Interesting problem. What if you set up 4 chambers with a transmitting controlinator chair in each. When one or more sackbots die, punish the controling players one by one, by activating or moving a checkpoint in their room and killing them, then spawning a new sackbot, and only then moving on to the next player. This way you keep control over the moment each player dies. Seems pretty solid to me. | 2011-01-28 19:36:00 Author: Rogar Posts: 2284 |
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