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Team Select logic help
Archive: 3 posts
Okay, here's the situation. I have a versus game where there are two teams, red and blue. There are four vehicles, two for each team (which will need to be spawned or desroyed depending on how many players there are). At the start of the level I want to have a team select menu (because it wouldn't be very good if you couldn't choose your teammate, right?). It'll need to: Have player controlled sackbots standing in the middle of the screen. On the left will be a red area, on the right will be a blue area. Pressing left or right will make the sackbot walk towards that coloured side, thereby choosing your team colour (I've already got this set up and working using sackbots following tags). If there are 2 players and one player selects, say, red, then the second player will not be able to select red as well. If there are 3 or 4 players you'll be able to have up to 2 players on the same side (so if players 1 and 2 have chosen red, player 3 cannot also choose red). After a timer expires (and this is where things get really complicated), if any players have not chosen a team it'll be decided for them so that the teams are balanced. So if players 1 and 2 are red, player 3 is blue and player 4 hasn't chosen, when the timer expires player 4's sackbot will walk towards the blue area. When the timer has expired and all players have a team, they need to be transported to their vehicle. The vehicles aren't remotely controlled and each one is slightly different. So in a 4 player game I'll need one red player to go to one of the two red vehicles (doesn't matter exactly which) and the other red player to go to the other. So... any ideas? | 2011-01-31 21:05:00 Author: Nuclearfish Posts: 927 |
i can help you with this but i cant go on today ): if you still don't have it working when i can get on ill help you. | 2011-01-31 22:00:00 Author: slidedrum Posts: 189 |
Hmm.. Well, for the first one, I'd have a tag sensor set to 2, once there are 2, then a microchip activates so that if a tag sensor activates from the outside of the area, an invisible wall spawns, preventing them from entering. From the other direction, however, a player can exit if they decide to switch teams. For the next one... When a sackbot reaches an area, power to a NOT gate is activated, turning off a microchip. This way, if they are in an area, they will not start moving. If they are not in an area, they will automatically walk to left. When the timer expires, it starts another series of timers. This way, only one sackbot will walk to left at a time. If they hit an invisible wall (as mentioned above) an impact sensor will cause them to walk the other way. By the way, each time a player goes into an area ( before the timer expires) it activates a different number of timers in the series. So no one has to wait if only one person hasn't chosen. The last one... I can't think of anything besides the platform they are on moving, or a trapdoor opening up, etc. Hope this helps to any degree. | 2011-01-31 22:07:00 Author: Unknown User |
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