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#1

Player counter

Archive: 5 posts


This might be possible with logic, not sure, but for levels with remote control sackbots this would be helpful:

basically the player counter senses how many players are active in the level. there are 4 outputs, and if there is one player, output 1 will be activated. 2 players, output 1 and 2 activated. 3 players 1 2 and 3 activated e.t.c

I think it would be helpful, might not agree

discuss
2011-02-13 12:08:00

Author:
Alternative_sack
Posts: 409


It's very easy to achieve with logic, using the number required inputs on the player sensors.

you just need to have a requires 1, requires 2, requires 3 and requires 4 player sensor and wire them up as follows:

1 player AND NOT(2 players) = exactly 1 player present
2 players AND NOT(3 players) = exactly 2 players present
3 players AND NOT(4 players) = exactly 3 players present
4 players = exactly 4 players present


The NOT gates are required because the 1 player sensor will detect 1 or more players.
2011-02-13 12:14:00

Author:
rtm223
Posts: 6497


This can already be done with some simple logic...

All you need is 4 player sensors and a selector. Set one sensor to detect 1 player, a second sensor to detect 2 players, a third sensor 3 players and a fourth 4 players. Now just wire each of those into the selector and BAM! Done.

And then you can wire those outputs into something like magic mouths, like so...

http://i1.lbp.me/img/ft/9518028195899170f704d24868761c6d694ff2b4.jpg

/sniped by rtm, although his way is different...
2011-02-13 12:15:00

Author:
Doopz
Posts: 5592


ah. didn't notice that feature before on the player sensor2011-02-13 12:17:00

Author:
Alternative_sack
Posts: 409


But keep in mind that this will only sense alive players that are on the level not a game as you wanted. Still better then nothing2011-02-13 16:16:00

Author:
Shadowriver
Posts: 3991


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