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#1

Give bonus every X score?

Archive: 5 posts


Hey guys, I know this is the very best place to get the tough questions answered... so does anyone know of a way to set a bonus to be given every... say 10k points scored without just making a zillion score sensors set to every 10k points? Especially important because I'm sure those things have to cap out at some point...

Also, and this is a bonus question, any good ideas on how to make randomized movement in a top down shooter environment? I've tried hooking up a bunch of movers to a randomize node then set up a "bounce logic" board so it knows to turn around and go in the opposite direction when it hits a wall, but I know there must be a better way. It usually gets stuck in corners or just goes right most of the time...

Thanks guys, and thanks for posting all those great tutorials in the other threads!
2011-02-05 15:26:00

Author:
RockLeeSmile
Posts: 8


For your score bonus question, place a score sensor somewhere and put it to 10000 points. Then hook it up to a score giver and give the bonus points. The second question, I'm not so sure about. Mind telling me what pieces of logic you have so I can get a better understanding? Thanks.2011-02-06 18:33:00

Author:
FEAR
Posts: 337


For your score bonus question, place a score sensor somewhere and put it to 10000 points. Then hook it up to a score giver and give the bonus points. The second question, I'm not so sure about. Mind telling me what pieces of logic you have so I can get a better understanding? Thanks.

Thanks for the reply, but that's not what I was asking about. I was hoping someone knew a way to make a scoring interval... so at a given increase of every X points a switch turns on. I know how to create it using many score sensors, but I was hoping to be able to just use a couple to create a bracket or specify a set.

As for the random movement, I guess I have that under control now. Spent 10 or so hours experimenting.

Thanks.
2011-02-07 15:15:00

Author:
RockLeeSmile
Posts: 8


As for the random movement, I guess I have that under control now. Spent 10 or so hours experimenting.

Thanks.

I'd be very interested to hear what worked best for you... I'm trying to do the same thing (top-down enemies that travel in straight lines and randomly bounce off walls) and struggling somewhat.
2011-02-07 16:25:00

Author:
Bovrillor
Posts: 309


I'd be very interested to hear what worked best for you... I'm trying to do the same thing (top-down enemies that travel in straight lines and randomly bounce off walls) and struggling somewhat.

Well, idk if it will apply to everyone's style of top down shooter, but basically what I did for my wall bounce logic was set it so an impact sensor was hooked up to a follower (on player), the trick was to set it on a short timer. The idea behind it is that the player will never be embedded in a wall (hopefully, and this is dependent on your level being an open square, mine is a Geo Wars clone), so when an enemy hits a wall it will take just a sec to right itself toward the player (or a tag, or another enemy) (also important to use semi-high acceleration and strength numbers or they oddly seem to stick to the wall, although a material tweaker and low friction help), then continue it's randomized behavior.

Hope this helps. I've been DEEP into this for the last week, it's so **** addictive! If there were just a handful more of tools, LBP2 could be the next programming language!
2011-02-07 17:39:00

Author:
RockLeeSmile
Posts: 8


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