Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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Need Help with Top Down Racer Logic
Archive: 10 posts
Alright so I'm fairly new to LBP level creating but I figure I'm doing a pretty good job with my top down racer as I've finished the logic/tweaking needed for my cars so they're all set, I've also made an intro where all the players fall into their respective remote controlling controllinators, and player 1 can select options off the menu, however this is where I get a bit over my head so I'm wondering if anyone would either try to explain to me on the forums, or just show me in game how to do any of the following things: (warning: some of these might be a blatantly obvious fix, so my apologies ) 1. Deactivate the cars until the race begins, at the moment I'm having the problem where if I push the acceleration button from the menu screen the car ends up driving anyway because the first players controllinator is remote controlling it. 2. Either destroy the cars of the controllinators that are not being used, or emit a car for each of them that is being used. Not sure how to go about doing this, whatever is easier really. 3. This one may be tough/tedious, I need a way for each individual's vehicle laps to be tracked, and displayed on a screen as well as the current time for the race. Then I need that when every driver crosses the finish line on the fourth lap for the game to end, and for some sort of points system to be implemented. (basically race mechanics) That's about all I can think of for now, although I'm sure I'll have more problems in the future. My PSN is C-r-o-w-n-z if anyone wants to help me in game, otherwise any piece of advice you can offer will be helpful , thanks. | 2011-01-31 16:02:00 Author: Crownz Posts: 10 |
1. You can disable the receiving controlinator by putting it in a microchip and using the bottom input to turn off the microchip. 2. You can tell which controlinators are occupied by using the on/off output that is just above the sixaxis tilt outputs, and emit a car for each one that is on. The last one is so trivial, I'll leave it for someone else to answer. *runs* | 2011-01-31 16:17:00 Author: Rogar Posts: 2284 |
1. Deactivate the cars until the race begins, at the moment I'm having the problem where if I push the acceleration button from the menu screen the car ends up driving anyway because the first players controllinator is remote controlling it. Have the controllinator recievers on the cars just turned off until the race begins. (IN THEORY, I haven't tested this to see if it's true yet...) -> You may be able to hook wires into either the controllinator receiver, or the microchip that the receiver is in to turn them on/off. (edit: it turns out, according to the above post, that my theory is correct) 2. Either destroy the cars of the controllinators that are not being used, or emit a car for each of them that is being used. Not sure how to go about doing this, whatever is easier really. For the player cars (IDK if you have AI cars or not), have player sensors near the start. One that detects if there are at least 2 people nearby, one that detects if there are at least 3 people nearby, and one that detects if there are 4 people nearby. If the last one doesn't activate, destroy the 4th car, if the second last one doesn't activate, destroy the 3rd car, and if the first one doesn't activate, destroy the 2nd car. You don't need one to detect if one person is nearby since there will always be one person in the level. 3. This one may be tough/tedious, I need a way for each individual's vehicle laps to be tracked, and displayed on a screen as well as the current time for the race. Then I need that when every driver crosses the finish line on the fourth lap for the game to end, and for some sort of points system to be implemented. (basically race mechanics) I better be in the credits for this one! Have a tag sensor connected to a counter. That counter will tell how many laps have gone by, when it is full, have it send a signal to another counter. When that counter is full (have 4 counters set up in the initial, and then have them linked to that player detection system I mentioned earlier), warp all the players to the finish (if I were making this, I'd just have the cars blow up). For race positioning, I recommend having a points system (first place gets 400, second gets 300, and so on...). Have it so that when a player's lap counter is full (when they reach the end of the final lap), emit a touch explosive off screen, and have it fall on a block. The first block to be destroyed will give the player that destroyed it 400 points, and have 3 blocks under it that will be for the others to collect. DO NOT base the race end off of this system, because if you're playing a 2 or 3 player game, the final block won't go away, and your players will be stuck. For what lap a player is on... Have 3 (since you're doing 4 laps) emitters set up per player. Have them emit blocks to act as a sort of tally system. On the first lap, there will be one block, on the second, two will be there. Make sure that the first block is always there, people may be confused if they think they are on lap zero. I also recommend having a timer start to go off after the first person finished that makes the game end after a certain amount of time. This will help to fight off griefers that just stop driving to get others mad, especially if the players don't know each other. | 2011-01-31 16:34:00 Author: Unknown User |
Well, you can also just join me, as I've managed to do all of this in my Supercharged Sunrise racing level, probably easier for you. | 2011-01-31 16:45:00 Author: Merc Posts: 2135 |
Alright thanks guys I quickly went and tested out some of your points, putting the controllinator in the microchip an then activating it with the race start timer did in fact work. The active controllinators emitting only also worked out for me so thanks there. I'll have to spend a long while trying to coordinate my HUD/Screen so I'll let you know how that works later. If anyone has a pretty good grasp of logic feel free to join me xD Now I just have a quick question, I had two microchips with four tag sensors in each on either side of the finish line. There were two for each car color, one on each side. I had the trigger radius overlapping only on the finish line, and then I used an AND gate, and then connected that to the lap counter. However when I drive the car over the line it's not working for some reason, is there something I've done wrong there? EDIT: Merc, that would be great. What's your PSN? | 2011-01-31 16:47:00 Author: Crownz Posts: 10 |
It shows his PSN under his screen name on the left side of the screen. | 2011-01-31 16:53:00 Author: Unknown User |
Okay, so I've gone in and managed to make a starting sequence that initiates upon hitting the play button on the menu that in the end results in the car not being able to be controlled until the race starts, so thanks for your help on that part. I'm going to work on the lap and scoring system next. Now I've managed to stumble upon even more problems along the way that I need a little help with: 1. Okay so my menu is over on the right of the level, with all the controllinators and options and what not, and my track is over near the entrance. Now when I hit play on the menu I want the camera to switch over to a view of the track for the race, however since your sackboy is still at the menu controlling the car at the track the camera wont let you shift over to a view of the track, how can I fix this? 2. I need some way to prevent racers from going back and forth over the finish line to get laps, such as a switch that is triggered halfway across the track that is part of the lap sequence, how would I go about this? Thanks again in advance EDIT: If anyone would like to test any of the play mechanics or help me out let me know. No one around to help me out locally. | 2011-01-31 18:29:00 Author: Crownz Posts: 10 |
Okay, so I've gone in and managed to make a starting sequence that initiates upon hitting the play button on the menu that in the end results in the car not being able to be controlled until the race starts, so thanks for your help on that part. I'm going to work on the lap and scoring system next. Now I've managed to stumble upon even more problems along the way that I need a little help with: 1. Okay so my menu is over on the right of the level, with all the controllinators and options and what not, and my track is over near the entrance. Now when I hit play on the menu I want the camera to switch over to a view of the track for the race, however since your sackboy is still at the menu controlling the car at the track the camera wont let you shift over to a view of the track, how can I fix this? 2. I need some way to prevent racers from going back and forth over the finish line to get laps, such as a switch that is triggered halfway across the track that is part of the lap sequence, how would I go about this? Thanks again in advance EDIT: If anyone would like to test any of the play mechanics or help me out let me know. No one around to help me out locally. Then have it check for half laps half way through the track, just don't make it obvious to the players. Once they go across that tag, it will activate the main lap tag to be emitted, or created, or whatever, and have the main lap tag reactivate the half lap tag. | 2011-01-31 19:22:00 Author: Unknown User |
Okay, thanks for your help again, any solution to the camera problem? | 2011-01-31 19:38:00 Author: Crownz Posts: 10 |
Okay, thanks for your help again, any solution to the camera problem? Make a movie camera, set the 'position' to where the sackboys are, and set the 'zoom/angle' to be over the race track. It took me a while to figure it out too. Make sure that the camera doesn't turn the controller off. | 2011-01-31 20:01:00 Author: Unknown User |
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