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Deducting points from players
Archive: 16 posts
I have some problems with deducting points from players. Some of you may have played may Caribbean Carnage (https://lbpcentral.lbp-hub.com/index.php?t=46187-Caribbean-Carnage&highlight=caribbean+carnage) level and noticed that the scoring system is a bit odd. What I would like to do is that the players have to pay points to repair their ship and lose points for being hit. The problem is that whatever way I set it up it only deducts points from player 1, even if player 2 or 3 repairs his ship is hit by someone. The way I understand the scoring option "Just You" is that the player who caused something gets the points. It would still make sense to me if I only had problems with deducting scores for being hit, but in case of repairs only one player is involved thus the scores should be deducted from that player. All the necessary logic (excluding the activating tag) is on the players ship, yet it always deducts the score from player one. Can anyone help? Here is a picture. The blue tag sensor connected to the score giver on the left is supposed to deduct scores. http://i3.lbp.me/img/ft/e833948b36cbef25748fde529b522f19fbbbb12a.jpg | 2011-02-01 16:44:00 Author: Syroc Posts: 3193 |
Is it played in competitive mode, I assume it probably is? | 2011-02-01 18:14:00 Author: PerfectlyDarkTails Posts: 269 |
Yup, it is. I also tried connecting the score giver to the repair logic in the harbours themselves, but that too resulted in only player 1 losing points. | 2011-02-01 18:16:00 Author: Syroc Posts: 3193 |
Is there an option in the score giver to give points to any other player, I played a competive story level that did that. | 2011-02-01 18:21:00 Author: PerfectlyDarkTails Posts: 269 |
It only has the options "Only You" and "Everyone" (or was it "Friends"?). Anyway, I tried all options so I assume the problem lies elsewhere. | 2011-02-01 18:25:00 Author: Syroc Posts: 3193 |
Read this thread: https://lbpcentral.lbp-hub.com/index.php?t=46856-Important-Vs.-scoring-discovery-object-creation-method-affects-point-giver-target There appears to be an identity signal that gets passed to Score Givers denoting who "You" is, but it's tricky to work with and I don't know all the ins and outs. But at least once informed you can look into managing the Score Giver IDs. Certainly the Score Giver on the right in your screenshot is receiving no ID signal as selectors don't echo that data on. | 2011-02-01 18:36:00 Author: Shifty Geezer Posts: 131 |
Thanks, though that didn't really help as the problem remains. The score giver on the right actually works exactly as intended. It's activated when the player to whom the chip belongs dies and gives the player who killed him points. | 2011-02-01 19:39:00 Author: Syroc Posts: 3193 |
perhaps if all score givers takers and sensors were on the dcs circuitboard of the person they were supposed to effect this might work? sorry i couldnt be more help | 2011-02-01 19:54:00 Author: Skalio- Posts: 920 |
Impact sensors detecting tags grab the player id of the signal being passed into the tag that is triggering them. That's the only thing that rings alarm bells from the image displayed. hit me up at the weekend if you're still having issues, I should be all set up again by then. Pretty sure I can force the player data thing to do just about anything now, though I won't promise it'll be neat | 2011-02-02 00:46:00 Author: rtm223 Posts: 6497 |
It just doesn't work. I've set the tag detectors in the harbour so that they are activated by each individual ship. It still only deducts points from player one... | 2011-02-03 18:35:00 Author: Syroc Posts: 3193 |
When you say you are detecting the ship, are you detecting tags on the ship? If so you'll need to feed a wire with player data into the tag. The enable signal from a controlinator will do this nicely, assuming you've got a controlinator system (not actually played it yet, so I don't know - it's on the queue tho) | 2011-02-03 18:42:00 Author: rtm223 Posts: 6497 |
It just doesn't work. I've set the tag detectors in the harbour so that they are activated by each individual ship. It still only deducts points from player one... I can take a quick look if you like - I had to do something similar for my level. Send a friend request... or not... up to you. | 2011-02-03 18:56:00 Author: Aya042 Posts: 2870 |
I might do that anyway, but the lovely Nuclearfish just fixed it. o/ He placed a AND switch on a controlinator that received a signal from the ship. One tag sensor led to one of the AND switch inputs and the other input got its signal from the controlinator. | 2011-02-03 19:23:00 Author: Syroc Posts: 3193 |
I might do that anyway, but the lovely Nuclearfish just fixed it. o/ He placed a AND switch on a controlinator that received a signal from the ship. One tag sensor led to one of the AND switch inputs and the other input got its signal from the controlinator. Yeah. If you're using wireless controlinators, it's pretty easy to get the player signal from that, which is also what rtm was alluding to, although if you're ANDing two signals, you need to ensure the second contains no player data, otherwise the score might be attributed to the wrong player.* If you weren't using controlinators, it'd be a little trickier. * From very brief experiments, ANDing two player data signals seems to choose the lowest numbered player, and ORing chooses the highest. | 2011-02-03 19:35:00 Author: Aya042 Posts: 2870 |
Yeah, the controlinator on the ships send a signal to the controlinator in the harbour. Each controlinator has a specific colour that corresponds to the ship (and the tag on it). Once the ship is in the harbour the tag sensor responsible for adding points sends out a signal because of the tag on the ship and the receiving controlinator sends its signal as well. Since each ship is differently coloured there shouldn't be any confusion as to who loses points. Such a simple solution. If only I had thought of setting the controlinator to send out a signal. It never occurred to me that you could send out a signal and still use it to control stuff locally. | 2011-02-03 19:41:00 Author: Syroc Posts: 3193 |
Yes. Basically the approach to managing scoringseems to be to create a chip with a score giver linked to a tag sensor that senses a tag on each player activated by DCS. Then to giver point, activate this chip. It's the sort of building block mechanic everyone wrestling with scoring needs to be aware of - it's not explained anywhere or hinted out in LBP2's limited tutorials. | 2011-02-05 10:28:00 Author: Shifty Geezer Posts: 131 |
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