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#1

Designating specific Controlinators to players in versus games.

Archive: 12 posts


I'm creating a versus game that requires a specific controlinator for the first and second player, I was wondering if I can get some tips on how to do this reliably as the methods I've attempted in the past don't work every time.2011-02-08 13:22:00

Author:
CiXwOw
Posts: 5


Can you elaborate? What does "specific controlinator" mean?2011-02-08 13:23:00

Author:
Antikris
Posts: 1340


There is no way to get a specific player to enter a specific DCS. It seems to be random...

You could have them choose their own at the beginning and tell what player to go where. You would have more success with that method!
2011-02-08 13:26:00

Author:
tanrockstan34
Posts: 1076


You could have them choose their own at the beginning and tell what player to go where. You would have more success with that method!

Isn't that the only reason one would want a player to go into a specific DCS? I can imagine a game of attacker/defender, where at the start one makes a choice for either role.
2011-02-08 13:32:00

Author:
Antikris
Posts: 1340


Can you elaborate? What does "specific controlinator" mean?
I'm creating a two-player level, and I want to set it up so that player one is always in the first controlinator, and player two is always in the second, so that each player is controlling the contraption they're supposed too.


There is no way to get a specific player to enter a specific DCS. It seems to be random...

You could have them choose their own at the beginning and tell what player to go where. You would have more success with that method!
I had thought of doing this, but I was hoping to have as little to do with the actual sackboys as possible.
However if this is the only method, I have a few ideas as to how I can make it work.

Thanks for the advice.
2011-02-08 13:37:00

Author:
CiXwOw
Posts: 5


I'm creating a two-player level, and I want to set it up so that player one is always in the first controlinator, and player two is always in the second, so that each player is controlling the contraption they're supposed too.

How would the players themselves even know who is player 1 and who is player 2? It is not displayed anywhere at any time. I instinctively say that the game leader is #1, but I don't even know, nor do I think it matters even... And if nobody knows and cares - and player choice is not an issue here - then why not just have any player enter any DCS?
2011-02-08 13:47:00

Author:
Antikris
Posts: 1340


How would the players themselves even know who is player 1 and who is player 2? It is not displayed anywhere at any time. I instinctively say that the game leader is #1, but I don't even know, nor do I think it matters even... And if nobody knows and cares - and player choice is not an issue here - then why not just have any player enter any DCS?
This is something I hadn't considered as I've always tested the level offline with a friend (obviously, as it's not published) we know who is player one and player two as our controllers tell us.

Now that you point it out, it probably isn't even an issue during online play.

Boy do I feel silly. :blush:
2011-02-08 13:52:00

Author:
CiXwOw
Posts: 5


If, as I suspect, the first person to spawn from a dcs is the game leader then I suppose you could stack your dcs vertically under the entrance and set to enter automatically. Remember to adjust the trigger radius of both first so there is no overlap.2011-02-08 14:39:00

Author:
FourteenInchGaz
Posts: 110


If, as I suspect, the first person to spawn from a dcs is the game leader then I suppose you could stack your dcs vertically under the entrance and set to enter automatically. Remember to adjust the trigger radius of both first so there is no overlap.

I do exactly this when testing my creations for 2p compatibility using my second controller; the game leader seems to spawn always the first. Cannot speak for the online experience, though, let alone what happens for player 3 and 4. However, it only matters to me in Create Mode (p1 sackbot is often further developed than p2 sackbot).
2011-02-08 14:49:00

Author:
Antikris
Posts: 1340


If, as I suspect, the first person to spawn from a dcs.....

Should of course read 'spawn from the game entrance'....
2011-02-08 14:57:00

Author:
FourteenInchGaz
Posts: 110


wrong thread....2011-02-08 16:01:00

Author:
FourteenInchGaz
Posts: 110


If you assign each player to a sackbot that is designated to look like the player controlling it, you can put a tag on the sackbot. Then put a tag sensor that is always active on the Controlinator you want that player to control, hooked up to the "eject player" input. That way, only the tag on that particular sackbot will trigger the tag sensor, and switch off the "eject player" input, allowing that sackbot to enter the Controlinator.2011-02-08 19:15:00

Author:
nextlevel88
Posts: 149


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