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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 sensor | 2011-02-13 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 nothing | 2011-02-13 16:16:00 Author: Shadowriver Posts: 3991 |
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