Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
#1
Game Ender
Archive: 10 posts
Hi all, glad to be apart of this community. Here is my issue......I have a 1 to 4 player vs game but no matter how i set up the game ender it ends game as soon as one player dies. I would like each player to continue for as long as they can and when the last player dies it brings all to score board. All suggestions welcomed and thanks in advance. | 2011-02-12 15:38:00 Author: Flaming-Wreckage Posts: 54 |
I think you should set up an inverted player sensor and hook it up to the game ender. | 2011-02-12 15:53:00 Author: cheesemuffins99 Posts: 102 |
You're using a player sensor set to require all? Try just using an inverted player sensor set to require 1 and plug that into the game ender. | 2011-02-12 15:53:00 Author: Foofles Posts: 2278 |
thank for the suggestions, unfortunately this has only one player in game while the rest are X'ed out. | 2011-02-12 16:20:00 Author: Flaming-Wreckage Posts: 54 |
Maybe try this : Have all players pass by a checkpoint. Then move the checkpoint to a funnel and funnel the players that die to controllinators that don't do anything and force the players in. Have them in a small square arrangement with a player sensor set to require all that triggers the game ender right in the middle of the square. That's what I would do. That way, when each dies, they go to the checkpoint and get forced into controllinators, unable to exit or do anything. Then, only once all are there, it triggers the sensor that then ends the game. | 2011-02-12 16:31:00 Author: Super_Dork_42 Posts: 1874 |
Maybe try this : Have all players pass by a checkpoint. Then move the checkpoint to a funnel and funnel the players that die to controllinators that don't do anything and force the players in. Have them in a small square arrangement with a player sensor set to require all that triggers the game ender right in the middle of the square. That's what I would do. That way, when each dies, they go to the checkpoint and get forced into controllinators, unable to exit or do anything. Then, only once all are there, it triggers the sensor that then ends the game. i like this set up, how would i have it recognize if there is 1,2,3 or 4 players. | 2011-02-12 17:04:00 Author: Flaming-Wreckage Posts: 54 |
You don't have to. The proximity sensor (that's what it was called in LBP1) is what I meant. It has a setting to "require all," so no matter how many there are, it would sense that they were all there. Just make sure to set the radius big enough that it has all the controllinators inside the sensor. Also set the controllinators so that their radius hits the checkpoint. Of course this is all theory. I've not tried this out yet. | 2011-02-12 18:15:00 Author: Super_Dork_42 Posts: 1874 |
thank for the suggestions, unfortunately this has only one player in game while the rest are X'ed out. Isn't that what you want? Or do oyu mean they don't spawn at all? You can also just destroy the entrance and everyone will automatically spawn at the scoreboard when the last player is dead. Use a sensor with require all and destroy the entrance. | 2011-02-12 20:19:00 Author: Foofles Posts: 2278 |
Isn't that what you want? Or do oyu mean they don't spawn at all? You can also just destroy the entrance and everyone will automatically spawn at the scoreboard when the last player is dead. Use a sensor with require all and destroy the entrance. they don't spawn at all. games ready for publishing just need to choose some music and get this dam end game to work. I'll try the destroying the entrance thing, hopefully......thanks alot guys....helps really appreciated. | 2011-02-12 20:34:00 Author: Flaming-Wreckage Posts: 54 |
well tried it all nothing working. when i detroy the entrance the game freezes so i'll just move to another project this ones scrap........thxs anyway peps. | 2011-02-12 21:14:00 Author: Flaming-Wreckage Posts: 54 |
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