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#1

Followers in multiplayer

Archive: 7 posts


Ok, so say I design an object that uses a follower to track the player and stay with them through a level. Then I think well what if there are 4 players....I need 4 objects. So I rig up an emitter to emit a copy of the object each time a player passes by, or pulls a switch or whatever. Sounds straight forward so far.

The problem is this...all of the objects will automatically track the first player in the level. So with four objects and four players, all four of those objects will track player one and ignore the other players.

Can anyone think of a way to counter this stubborn behaviour of follower logic?
2011-01-30 14:41:00

Author:
Ungreth
Posts: 2130


Would it be a problem if you use Sackbots instead of Sackpeople? If it isn't, you could give them markers which help differentiate them... and you could set the followers so that they follow their own Sackbot instead of the same one. (Follow marker from Sackbot 1, for example)
I hope that helps!
I also used that with Sackbot logic I'm creating. It works so far
2011-01-30 14:44:00

Author:
iArekusu
Posts: 402


The only thing I can think of off the top of my head without taking a look at the game is a creatinator with a colored tag on it and set the object to follow tag instead. The problem is getting 4 different players to wear 4 different creatinators. Maybe some sort of selector hooked up to emitters with a 1 shot, making it so that the first player that walks by quickly has a creatinator with 1 colored tag emitted onto them, and then the next player does the same thing but with a second emitter and so on. Sounds confusing, but I think it may work if you wanted to put in the time for it. I don't know of any other way.2011-01-30 14:51:00

Author:
Unknown User


Would it be a problem if you use Sackbots instead of Sackpeople? If it isn't, you could give them markers which help differentiate them... and you could set the followers so that they follow their own Sackbot instead of the same one. (Follow marker from Sackbot 1, for example)
I hope that helps!
I also used that with Sackbot logic I'm creating. It works so far

I could do that I guess, but it adds complications of setting up emitters around checkpoints to respawn sackbots when they die, which is a pain in the backside when accounting for four possible players. I would like to let players contol themselves through the level instead of controlling sackbot avatars, but the follower's behaviour doesn't seem compatible with multiplayer because it refuses to recognise the presence of other players.
2011-01-30 14:53:00

Author:
Ungreth
Posts: 2130


It's really annoying, I know... they should upgrade the Player Sensors! It would help with Logic and stuff. 2011-01-30 14:55:00

Author:
iArekusu
Posts: 402


Well scratch my idea. Apparently you can't attach a tag to a creatinator. I thought you could based off of the thread somewhere with costumizing a creatinator. My player activated sequential emitter worked great too. Oh well. Good luck figuring out a work around! Im sure there is some way to do it.2011-01-30 15:38:00

Author:
Unknown User


Can anyone think of a way to counter this stubborn behaviour of follower logic?

We tried something similar in the beta. Best we could come up with was to have the followers repel each other, but it wasn't 100% effective.
2011-02-03 03:11:00

Author:
Aya042
Posts: 2870


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