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Help - Players Taking Turns?

Archive: 7 posts


First of all, I would like to apologize if this or a similar question has been asked before. I've searched for an answer, but can't seem to find anything.

I have already created a wheel of fortune type object in which a player can pull a 2 way switch to spin the wheel. Upon stopping it gives the player points based on whatever section it stopped on. I am currently having problems figuring out how to incorporate 4 players into the mix. For example: I would like player 2 to be able to spin once player one has completed their turn, then player 3 and 4.

I figure I should create 4 sackbots hooked up to 4 controlinators. I'm just really stumped as to how I'd go about allowing one controlinator to be active at time and then switching to the next.

I would appreciate if someone is able let me know if I'm heading in the right direction with this.
2011-02-08 01:51:00

Author:
Starstealer80
Posts: 7


I don't have a good memory but I think you can activate control seats by placing them in microchips and activating the microchip.You could hook up a selector to the microchips and then you could make the 2-way switch activate the cycle thing to switch seats.2011-02-08 02:36:00

Author:
cheesemuffins99
Posts: 102


Hey! Thank you so much for your quick response. You have really helped me out.

I'm able to set it up so that the selector will cycle through the microchips that have the controlinator transmitters to my sackbots. Only problem so far is that the controlinator, once activated, doesn't have the option for the player to enter into it (including if I have automatic enter set to yes).

Hopefully I won't be up all night trying to figure this out.
2011-02-08 05:43:00

Author:
Starstealer80
Posts: 7


Hey! Thank you so much for your quick response. You have really helped me out.

I'm able to set it up so that the selector will cycle through the microchips that have the controlinator transmitters to my sackbots. Only problem so far is that the controlinator, once activated, doesn't have the option for the player to enter into it (including if I have automatic enter set to yes).

I think you should have all players into a Transmitting Controlinator regardless and cycle through Receiving Controlinators instead. I'll try to think of something during my lunch break.

EDIT: how about this. Central is one selector with 4 states, each representing a (potential) player. Each output of it is connected to a separate MC (Microchip) which contains logic dedicated to that player (like, importantly, the receiving controlinator (DCS) for that player!). One MC can be active at a time and thusly only one player remotely controls something through their receiving DCS.

http://i.imgur.com/T9MJ0.gif

Set up an OR gate that can receive 3 signals. They will come from when either player 2, 3 or 4 is not detected; hook the OR's output to input 1 of the Selector so that when it receives a signal, it essentially resets to player 1.

Now, for player 2, 3 and 4, set up an AND gate, receiving input from the Selector for that player and input from an inverted Player Sensor: what this does is that when it is player 2's turn (Selector active for p2) AND player 2 is not detected anywhere, the Selector returns to player 1. Set this up for player 3 and 4 as well, so that the system always returns to player 1 when there are less than 4 players present.

Hook the output of each AND gate to an input of the OR gate.

It is not shown in the schematic (I forgot), but your main logic can now use the Cycle input of the Selector (it is on the side) to go through the players in sequence when it is their turn. When there are 4 players present, the Selector does what it normally does and starts over with player 1.

Hope this works (not tested) and helps.

EDIT 2: note that the separate MC do not need to be on the main circuit. They can also be MC's with DCSes on individual sackbots. Or, perhaps more modular, there are no MC's that get activated, but instead tags; one individual tag for each player. Tag sensors on sackbots or whatever can then activate stuff when their respective tag is detected.
2011-02-08 10:41:00

Author:
Antikris
Posts: 1340


I'm really having trouble with this at the moment as well. For the moment I'll settle for getting it working with just two players as I'm a new creator, so if I get that working I can always go back and edit it.

I've got two transmitting controlinators set up to two receiving controlinators and need a way to switch between the two once P1 has finished their turn.
2011-02-08 14:26:00

Author:
agsrule
Posts: 89


Thanks Antikris! I look forward to testing out your suggestion when I'm off work.2011-02-08 18:25:00

Author:
Starstealer80
Posts: 7


I think a player sensor is incapable of detecting a specific player, now that I think of it. So you cannot scan for player 3...

However, you can set the sensor to detect 2 players present for state 'player 2', 3 present for 'player 3' and 4 present for 'player 4'. That should do the same thing, basically. (as long as they remain inverted, like in the schematic)
2011-02-08 18:38:00

Author:
Antikris
Posts: 1340


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