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Capture the flag/deathmatch level help needed please

Archive: 17 posts


hi guys, ive made a deathmatch level that has already been published, though im continuing to update this. its called "rooftop arena deathmatch".

im adding an option to play a capture the flag mode on this level. however i need help with something.
if you look at this beautifully well made capture the flag level made by nuclearfish from the lbp2 beta: http://www.youtube.com/watch?v=8NSf70Rs2uw
you'll see the flag follows the holder around and gives out points as long as your alive, then is dropped when you die. however everyone else has an arrow above there head pointing to it. i have worked out how to get the arrow to do that, but wen you die the arrow must disappear n not left in the location you died like the flag wud, how do u do this? also how wud u make it disapear when you pick up the flag so that your not carrying around both hologram materials. does the arrow get attached to you at the spawn points somehow? what logic wud i use to make it appear and dissapear in the instances given?

i would really appreciate any replies, and would luv for you all to try my level. spent a bit of time on it, hopefully u'll think its worth it.

here are some screenshots of my level also

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2011-02-01 00:33:00

Author:
Unknown User


I have been wondering about this as well. The only thing i can think of is:

1) Make the arrow and place a microchip on it
2) Put a mover follower and have it follow the sackboy
3) Then put a tag on the flag (color of your choice)
4) Then add a rotator follower to the arrow microchip
The arrow should follow your sackboy and point at the flag
Then have an emitter hooked up to a player sensor so that when you spawn, it emits an arrow right away

Hope this helped,

RAnkeT52
2011-02-01 02:53:00

Author:
Unknown User


i had got that far already actually, thought it took me a while, the problem i had was everytime someone passes a spawn point they get another flag attached to them, not sure how to counteract that. also how do you make it dissapear when sackboy dies? i dont want loads of these left all over the map by the end of the game. would look horrible, be off putting and also maybe make the level lagg a bit towards the end.2011-02-01 10:53:00

Author:
Unknown User


...wen you die the arrow must disappear n not left in the location you died like the flag wud, how do u do this?

You can stick a wire to holographic material to turn it on and off. The arrow is obviously still there, just turned off.


...also how wud u make it disapear when you pick up the flag so that your not carrying around both hologram materials. does the arrow get attached to you at the spawn points somehow? what logic wud i use to make it appear and dissapear in the instances given?

Probably, he is using a piece of Halo (set to 0% to turn invisible) equipped with a Follower to follow each individual player. The piece extends to above the player where it has a tag stuck to it. The arrow is a piece of Halo that has a Follower as well that both follows the tag as well as points at the flag using a Look At Rotator.

There is probably another tag stuck on there that gets activated when near the flag (you can wire up tags!); the flag has yet another sensor that trigger a tag-sensor on the player halo to do this; the flag object has a follower that follows that now activated tag. When that happens, the arrow gets deactivated.

This is a state that the flag stays in regardless now of other players approaching it! This all gets reset upon carrying player death, leaving the flag in its dropped place.


Write this all out in a flowchart schematic and you can start looking for solutions to individual problems within that chart. Learn and enjoy!
2011-02-01 11:45:00

Author:
Antikris
Posts: 1340


thank you very much. i think i can just about figure it out in my head how to do it if i play around with the tools. i didnt relise holographic material cud be wired up!
ill be sure to check out your levels also. the one spotlighted looks very good
2011-02-01 12:20:00

Author:
Unknown User


thank you very much. i think i can just about figure it out in my head how to do it if i play around with the tools. i didnt relise holographic material cud be wired up!

Work in steps, build complex stuff in a moon crater of its own, so it is easier to debug. Writing stuff out on paper also saves time.

I also recommend to watch these video tutorials (https://lbpcentral.lbp-hub.com/index.php?t=46908-Lots-of-Tutorials). They don't cover the specific ideas for your level, but their authors give you an insight into how different objects work. I am going through them now and learning from every video.


ill be sure to check out your levels also. the one spotlighted looks very good

Thanks! It is a LBP1 level, though.
2011-02-01 12:23:00

Author:
Antikris
Posts: 1340


im getting really confused using what logic where. with your help i figured out how to get the arrow to dissapear when grabbing the flag, but now i cant figure how to get it to dissapear wen no longer in the arrow player sensors radius, which wud happen when your sackboy dies.

so i basically got,

player sensor = hologram on
tag sensor in radius of flag = hologram off

just cant get it to turn of wen once you have left it.


really finidng this hard to grasp n have been at it for well over an hour now. please help
2011-02-01 13:32:00

Author:
Unknown User


tag sensor in radius of flag OR no player present = hologram off

An OR gate might be of help.
2011-02-01 13:48:00

Author:
Antikris
Posts: 1340


yeah i was playin around with the OR gate, i couldnt figure how to wire it up, i love spending hours with getting the level design in the game, but this is complicated and frustrating. sholdnt be this hard!2011-02-01 14:01:00

Author:
Unknown User


Draw a schematic on paper. If you start seeing more than two states of something, or when OR/AND logic starts to become too complex, chances are you need a Selector. It helps to write for yourself in plain english what each component needs to be doing in what situation.2011-02-01 14:05:00

Author:
Antikris
Posts: 1340


thats not really the part im struggling with. linking it all together is the problem. even ifs in from of me it wont make sense unless i study it as blows my brain. i have wrote all this out, thats not the problem. clearly u know the answer, and are tryin to teach it me.

but i aint getting it, if u show me once ill be able to do it forever after.

contredicting states or object makes me release i needs selectors and or gates but i dont know wen its together which part is making it fail. please give me a more detailed answer. cant believe ive been at this for 4 hours of my day so far.
2011-02-01 14:31:00

Author:
Unknown User


clearly u know the answer, and are tryin to teach it me.

Nope. I don't know the answer until I invest a large amount of time in it as well, which I do not have at this moment. I can only give off hunches right now that hopefully steer you into the right direction and have you find the answer yourself. It is not an easy path, but nothing is easy at this stage; LBP2 is very new and experience in the community is still very limited.

Why not first try to create separated tasks, like capturing and losing the flag. Then start a new level and do only the arrow part. Then find a way to get it all together.
2011-02-01 14:37:00

Author:
Antikris
Posts: 1340


well thanks anyway for your input so far mate. its got me some of the way there.

i have the flag following and dropping correctly, and the arrow directly above the sackboys head that appears wen u spawn using an emitter and player sensor and pointing in the correct direction. i have made it so wen you with the arrow collects the flag the arrow hologram is turned off. however wen you die i want the flag to respawn in the middle if your holding that, i think that will be easy, but the part im really racking my brains about is the circuit board getting to arrow to turn off (as it will already have been turned on) once ur dead by projectiles or land in the poisonous gas.

anyone that can help, please do and ill have a nice new level for you!
2011-02-01 14:58:00

Author:
Unknown User


Don't emit anything just yet; that will only complicate matters. No other features either, just bare basics. I have the itch myself to add all kinds of fun things to something before the basic structure even stands and it always bites me in the ***.

The arrow only needs to be turned ON when the player is alive and the flag is not extremely near (carried). Maybe best to start player controlled sackbots (https://lbpcentral.lbp-hub.com/index.php?t=44239-Sackbot-A.I-and-Logic-Tutorials) now. You can tag them up, make them equip creatinators and stuff, etcetera. They are just as vulnerable to danger as the player himself.

Tag sensor on the arrow detecting the player's sackbot tag into one input of an OR gate. Tag sensor that senses the flag into a NOT gate and hook the NOT to the other port of the OR. Output to the arrow's halo material.
2011-02-01 15:09:00

Author:
Antikris
Posts: 1340


do ya think sackbots are the only way to achieve this?

You will need an arrow object follow individual players in a versus game, meaning there are more than one player in your level; you cannot have it follow just 'a player' or players will end up with the arrows stolen from the other players. Also, you will need to detect player presence (another word for not being dead).

This is all done by following/detecting tags. Since you cannot set tags on players, but you can on bots, you need sackbots for this.

I know it is al very frustrating, but if for now you feel you have aimed to high, focus on easier stuff first. Like, go play around with sackbots; try to control them, manipulate them, etcetera. You will learn a lot from it and soon more and more will start to make sense! Also, keep reading the LBP2 Help and Tutorial forums here.

Take me, for example. I have not even attempted yet to make a level, simply because I know I still have to learn more. I have been doing a lot of learning and experimenting instead and that has been great fun so far. Soon, I will come up with a level of my own.
2011-02-01 16:39:00

Author:
Antikris
Posts: 1340


i found a way of destroying the flags and arrows wen dropped.

btw i wasnt goin to have arrows following players, only several arrows following 1 flag, once the flag is dropped it stays where its left unless it goes out of bounds. when out of bounds (point of no return, falling to death in the cloud of poisonous gas) the orange tag that is on the microchip of both flag and arrows wud set of and orange tag sensor which is hooked at to a destroyer chip. the problem is wen a new flag or arrow respawns it seems the orange tag sensor is no longer hooked up to destroyer so it does not destroy!

how can i fix this?
2011-02-05 16:36:00

Author:
Unknown User


think i sorted it, reversed the tags n sensors2011-02-05 17:01:00

Author:
Unknown User


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