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2 player sensor activates just with 1 player?
Archive: 12 posts
For whatever reason a 2 player sensor in my level activates with just one player. Nothing any more say really... What's wrong? | 2011-01-31 01:04:00 Author: Unknown User |
Do you have "Requires All Players" on? | 2011-01-31 01:13:00 Author: Yofig Posts: 288 |
Yeah. It's on. | 2011-01-31 01:15:00 Author: Unknown User |
Requires All Players probably overrides the Count tweak. you can try to AND gate two player sensors what with Count tweak one with All Player tweak, should work | 2011-01-31 01:44:00 Author: Shadowriver Posts: 3991 |
If you have a minimum of two players, you don't need require all players on, and yeah, it does override the minimum number. | 2011-01-31 02:18:00 Author: Yofig Posts: 288 |
A staple MC you'll want to have is a player counter, this MC will output a signal for how many players are in the level. First off make your staple one shot MC, a 2 input OR gate with it's output hooked up to one of its input, set the other input as this MCs main input, and its output as the MCs output. Now for the big MC, first off you need an MC that outputs for n players, this needs 4 player sensors and an AND gate. Set all 4 of the sensors to NOT, and the AND gate as the output, hook all 4 sensors into the AND gate. MAKE SURE THESE SENSORS ARE NOT SET TO ALL PLAYERS. Now build your third main MC, this is going to house everything. First stick on the left side 4 player sensor MCs (the one you just made) then open them for tweaking. Set the 1 player sensor back to normal on the top one, the second sensor on the second one, the third the third and so on, so eahc MC has 3 NOT sensors and 1 normal sensor. Essentially these MCs output true for an exact amount of players, instead of a minimum. Normal player sensors output true when their count as at least the amount of players, but more is fine too, we dont want that. Next, hook each of these 4 MCs up to their own 2 input AND gates. Finally make a player sensor in the big main MC, set this one to ALL players (go back and make sure the other player sensors are not ALL players) Hook this sensor into the second inputs of all 4 of those AND gates. Finally dupe in a one shot MC for each and gate, and wire each on in to their own. Each one shot gate is one of the four outputs of the main MC. Set this right next to your spawn, as soon as the players spawn on of the four outputs will be permanently turned on, this output tells exactly how many players are playing your level. NOTE: Their currently IS a flaw that if a new player starts part way this wont take it into account, there is a way to fix this but it's kind of tricky. | 2011-01-31 04:18:00 Author: lionhart180 Posts: 200 |
ORRRRRR Put 4 player sensors on a selector. Each one has a different number of players needed to activate the sensor. And are NOT "All Players". VVV Selector PS->I I PS->I I PS->I I PS->I I If there's a problem with this, let me know. | 2011-01-31 07:43:00 Author: Devious_Oatmeal Posts: 1799 |
I tried ShadowRiver's solution, it didn't work. Here's my logic, maybe you can figure something out. http://img.loldepot.com/6ad3e4d6855b610c2a6e.png What I want it to do, is if there's 1 player, play the cutscene (Sequencer attached to a counter, to make it play once), if there's 2 or more players, it would activate "singleplayer only" screen (a movie camera) | 2011-01-31 09:25:00 Author: Unknown User |
OHHHHhhhhhhhh.... I get what you want. If there's more than 1 player, you want it to show the "single player only" screen. Use my idea, but put 1 timer connected to 4 AND gates. (That way it has time to let all the players get on screen) Then connect the selector to each and gate. And when a player enters, it counts up, senses how many people there are and if the sensors for 4,3, or 2 players is on, it goes to the "1 player only" view. Otherwise, it will start the movie. | 2011-01-31 09:39:00 Author: Devious_Oatmeal Posts: 1799 |
I don't think I get it.. Can you draw it, or make it in LBP2, please? | 2011-01-31 09:50:00 Author: Unknown User |
I too am encoutering odd Player Sensor issues. I had an All Players sensor with four DCS seats, starting the game when everyone was in place. This worked fine even teleporting every player stratight into a seat. I've rearranged my entry point to tidy things up ready to black-out the entry for a clean fade-in, and the player sensor is now registering ON with just one player out of two in range. I've replaced the Player Sensor with a new one, and positioned in and out of chips, but it still returns a false positive with only one player in range. But what's worse, it retuns OFF with both players in range! I then quit back to Pod and reladoed, and it wouldn't even trigger with one player in range; wouldn't trigger at all. It's not inverted. Seems just plain broken! Just tried a new mini rig, an All Player's Sensor attached to a light. The light lights with player one in range, but not player two. However, with player one in range, and then moving player two in range, it sorts itself out and beomce an All Player sensor, at least for two players. Definitely seems quite a serious bug. | 2011-01-31 22:31:00 Author: Shifty Geezer Posts: 131 |
nice idea! i was hoping LBP2 would add some player limiting feature of its own but this will work just as well. better than a disclaimer stating that more than 1 player will just lead to frustration and rage. | 2011-01-31 22:45:00 Author: Deftmute Posts: 730 |
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