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#1

Need help: One vehicle per Sack in vs. race/ battle level

Archive: 7 posts


So, if I am making a racing level in LBP2; a top down racer, how would I ensure that there are only 2 vehicles available for 2 players? Or 3 for 3, 1 for 1, 4 for 4? Maybe I'll figure it out tomorrow, but tonight, I'm clueless. 2011-02-03 05:06:00

Author:
Aselrahc
Posts: 185


Have a 4 one shot counters have ones limit 1 next 2 next 3 next 4. Activate them by a sensor switch so that if four sacks go past it activates all counters and 4 cars emit if 2 people pass you activate 2 counters and so on 2011-02-04 06:44:00

Author:
The age of LOLZ
Posts: 229


The way I have it setup in my shooter is that I have the controller active output wired to a emitter set to emit once with 1 ammo. It makes it emit a ship to match the controllinator.2011-02-04 09:03:00

Author:
Unknown User


I solved the problem slightly differently, but these are both great ideas, especially the controllinator output wired to a sensor; brilliant! I wish I had thought of that, lol!2011-02-08 14:12:00

Author:
Aselrahc
Posts: 185


If you do not use emitted cars, but have them sitting there on the track, you can use the "Active" output from the center of your DCS controller to determine whether a player has control over it; hook it to a NOT gate, wire that to an AND gate and combine the AND with a Timer; wire the AND's output to a Destroyer and you have a basic solution.

A reverse solution would be to have a garage somewhere beside the track where the cars are stored. Then, each car whose Active input lights up, gets hurled out of the garage onto the track. The inactive cars remain in the garage.
2011-02-08 14:17:00

Author:
Antikris
Posts: 1340


Basically, I have 4 controllinators in an elevator in a diagonal. A sackboy sensor under eack set to only register right around the controllinator and player seated in it. They diagonal is so that no player accidentally passed through the sensor area when they get in the seat. Each sensor triggers an emitter to emit an emitter that emits the creature you ride. The reason for multiple emitters is that when you die, I need the creature to respawn. I can't let the first emitter handle this because it is tripped by the sack sensor. Well, I could probably make it work, but that's too much logic to think about, lol. But you guys all have great ideas. I am going to rebuild the level soon and might use some of your ideas! Thanks.2011-02-10 18:40:00

Author:
Aselrahc
Posts: 185


Have a 4 one shot counters have ones limit 1 next 2 next 3 next 4. Activate them by a sensor switch so that if four sacks go past it activates all counters and 4 cars emit if 2 people pass you activate 2 counters and so on

I thought about doing this, but I wasn't sure how well it would work if, say, 2 players were on top of each other running past a sensor, or if players ran back and forth a lot. Still, could work in some applications.
2011-02-10 18:44:00

Author:
Aselrahc
Posts: 185


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