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#1

Point giver and sackbots help

Archive: 3 posts


Hi, I am working on a level with multiple sackbots, all with creatinator's shooting paint. some sackbots are player controlled, while others are AI. I have paint sensors giving points to the player that shoots it, however whenever any sackbot shoots it, it will give points to a seemingly random player(maybe closest). is there a way to disable this? I still need the sackbots to activate the paint switch, just not give players points.2011-02-02 20:17:00

Author:
pooter3001
Posts: 9


You'll need ot read my post about player identities for Score Givers, but basically you need to differentiate between player shots and sackbot shots. An emitted object, including from a creatinator or paintinator, has an identity set to the player who creates it. When you activate a Score Giver on destruction, it looks at the object that activates the attached sensor and determines that's who the target is for the Score Giver. However, if there is no player identity, and Sackbots don't have a player identity when they shoot stuff, it'll use some other system.

that's how it seems anyhow. It's all something of a black art at the moment. The intricacies of awarding points in games are an unknown, and we're just learning. I've been working with points in my Tanks game using spawned objects hitting DCS controlled objects, and I'm able to get the desired results following these principles, meaning it's a convicing theory at the moment.

Anyway, solving your issue, you could tag the paintballs for the sackbots or players, and test for an impact hit with that tag. That is, create a paintball. Put a tag on labelled Player_Shot. Have players shoot this tagged paintball, and sackbots shoot an ordinary paintball. On you target, add an impact sensor for the Player_Shot tag, and only award points if this tag is present.
2011-02-02 21:48:00

Author:
Shifty Geezer
Posts: 131


well, there is no destruction. and all of the paintballs are originating from the individual sackbots. another issue, is that some sackbots are AI controlled when that player isn't active. so half the time it will be a player, others a bot. so i can't easily shoot out different balls depending on player/bot. will look into it though2011-02-02 22:32:00

Author:
pooter3001
Posts: 9


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