Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Help!
#1

urgent help needed please!!!!!

Archive: 9 posts


not sure if this is the right place so i appologise if it is not.

i am brand new to LBP after only getting a ps3 last week, but i have come addicted to create mode on LBP.

i have just got my twin stick shooter going and imo its looking great, the thing is when the player dies 4 times the game just ends, how can i make it so the player goes to the scoreboard so scores can be submitted?

thanks in advance, probarbly a noob question i know i just cant seem to figure it out.
2011-02-07 02:30:00

Author:
steadler
Posts: 180


This should really be in the 'Help' section..
But wat you are probably looking for is a game ender and looks like this:
http://images4.wikia.nocookie.net/__cb20110112222327/littlebigplanet/images/4/44/Game_Ender.jpg
2011-02-07 03:27:00

Author:
Tamland
Posts: 106


yeah sorry im new to the forums and have noticed hte help section

when i use a game ender tho as soon as i die once i go straight to the end, i have an emmitter spawning my ships when i die 3 times, but cant wire the emitter to the game ender it just doesnt work, any suggestions?
2011-02-07 03:30:00

Author:
steadler
Posts: 180


sorry but im kinda a noob to.u might wanna try to put a COUNTER for how many times the person has died.Once it has reach the limit hook it up to the game ender and it should work.(i dont know where u would put the counter to start cuz i dont know how everything else works)2011-02-07 05:28:00

Author:
killmanx27
Posts: 66


Set a player sensor near your start gate / checkpoint. This will work best if you can elevate the checkpoint so the player has to drop into into the play area and cannot jump, run, walk, or swing back across the effective area of the player sensor. Wire the player sensor to a counter (set to 4 - or whatever you'd like the lifespan to be), and wire the counter to the scoreboard. When you die that fourth time, the scoreboard will now be the only active "checkpoint" and your sackboy will be delivered there.

I hope this helps.
2011-02-07 06:10:00

Author:
v0rtex
Posts: 1878


Just do this:

- Start in pause.
- Place a square of dark matter. Place it default size.
- Put a green tag SWITCH with a random label like 'Chips' on it, and a green tag KEY with a different label, like 'Micro'.
- Now get a thin layer piece of holo. Put an anti-gravity OBJECT tweaker on it and a gyroscope to keep it level.
- On that same piece, put a Follower (mover) on it and tweak it so:

Speed - 100.0 (max.)
Min. Radius - 0
Max Radius - 2000
Acceleration - 100%

Basically, everything as big as it can go. Also tweak it to 'Follow Tag Instead' and make the tag it follows a green one with the label 'Micro' and put a tag SWITCH which has a 20.0 sized radius and is green with a 'Chips' label on it. Place a destroyer also on the holo and wire it up to the tag switch you just placed.
- Now capture the piece of holo with the anti-grav, gyroscope and follower on.
- Put it in an emitter.
- Now emit it at 0.1 seconds with an infinite. Let it only emit the same amount of times as the player has lives.
- Before unpause-ing attach whatever kills the player (health, whatever) to the emitter.

Whenever the player dies something is emitted, reaches it's destination, activates a switch and dies, all in 0.1 ish seconds. Attach the switch to a counter which has whatever amount of lives. When it gets full, meaning the set amount of things has been emitted, attach a game ender.
Of course if players are still alive you maybe don't want EVERYONE to be transported to the scoreboard. So copy that system I just said 4 times but with different labels. Attach the counter output to an OR switch with 2 ports. Now on the controllinators (if you have them. There should be 4, one for each player) put a NOT gate and leave it alone, then wire a controllinator input to it and wire the NOT gate output to the other port in the OR switch. Now attach all for OR gate outputs to an AND switch with 4 ports and wire that up to your Game Ender.

So if there's no-one in the contollinator it pretends there IS and pretends they're dead already. So after everyone is dead, pretend or real, they then all get game-ended after they have lost all their lives.



Phew, that was a mouthful.

I thought that up yesterday on someone elses thread. Something for a vehicle level...
2011-02-07 07:38:00

Author:
mutant_red_peas
Posts: 516


Have the same input thats triggering the ship re-spawning emitter hooked up into a reseting one shot thats linked to a counter set to however many lives you want the player to have.

It would be best to have the ships DCS (direct control seat, old name for the controlinator) as a receiver and a seperate DCS that sackboy is in be the transmitter. If the counter keeps exploding along with the ship it will never count

Have the transmitting DCS on a bit of holo with a follower set to follow a tag in the ships DCS. Have the emitter (emitting the new ship when the old one dies) and the counter on the transmitting DCS's chipboard.
Have the counter's output plugged into the eject input in the transmitting DCS sackboy is in (its the input on the bottom of the actual DCS, not on the control pad graphic within the chipboard)

Next create a bit of holo and attach a 3rd DCS to it, plug this DCS's power output (the ouput in the middle of the controller graphic at the top of the DCS's chipboard) into its eject input. Set its range to absolute maximum, make it invisible in play mode (along with making the holo 0% bright, you should have done this with the other bit of holo and the transmitting DCS too, you dont want to see all these in play mode do you?). Now capture this bit of holo with the DCS on it.

Place your scoreboard somewhere, get an emitter, stick it on your scoreboard and place the holo/DCS thing you just made in it to emit right in front of the emitter. Set the emitter as 1 shot, disable the emitters animation and set the emitting objects lifetime to 0.1 seconds.

Next get a sensor and attach its output into the emitters input, set the sensors range to absolute maximum. Go back to your transmitting DCS and place a tag on its chipboard, plug the output of the counter into the input of the tag so the tag triggers a true output when the counter becomes full.

you should now be done.

Whats happening here is each time you die, whatever logic you are using to trigger the emitter to emit the new ship is also adding to a counter, when this counter reaches the top. It ejects sackboy from the transmitting DCS and triggers the emitter at the scoreboard with the DCS in it. This DCS snatches sackboy from wherever he is in the level (to which sackboy has just been ejected from the transmitting DCS) and ejects him out as soon as he enters, dropping him onto the scoreboard, which will trigger the end of the level. You don't need a game ender for this.

You 'might' need a .1 second gap between when he is ejected and when the DCS emitter on the scoreboard emits the DCS, as all the logic happens instantly here, the scoreboard DCS might appear then dissapear within the time sackboy is being ejected from the transmitting DCS. Play about with it. I think though it will be ok but experiment to make sure.

Hope this helped! peace out.

EDIT: i just realized you may need a bit more logic to get this to work properly. Whatever logic you are using to trigger the emitter that emits the new ship needs to be set to stop triggering the emitter when the life limit is reached. To do this simply use an XOR gate, have one of its inputs as the counter output and the other input as whatever is inputting into the new ship emitter, take it out of the emitter and plug it into the XOR gate instead. Now plug the output of the XOR gate into the emitter.
This will stop the emitter from receiving input when the life limit is reached.
2011-02-07 08:09:00

Author:
Epicurean Dreamer
Posts: 224


When you use a game ender without a score board in the level, it just ends. Make sure you have a score board in the level. Then when triggered the game ender will take you to the score board.2011-02-07 11:48:00

Author:
smasher
Posts: 641


thanks everyone for the help i have got it down now, so thanks for taking the time 2011-02-07 12:15:00

Author:
steadler
Posts: 180


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.