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What exactly IS the logic behind score givers?
Archive: 8 posts
I'm finding myself putting score givers tied to impact sensors, player sensors, etc and crossing my fingers that LBP magically works out which player in versus mode to give the score to. Are there any useful tips, tutorials, guides or explanations people are aware of that give some solid ground-up help on working with score givers? I checked the forums and its usually quite specific problems people are posting, and I'd like to just get a handle on the mechanics and see some examples of main scenarios or best practice. If not, I may post with a couple of specific problems but I'm quite keen to understand these some more... | 2011-02-18 09:22:00 Author: Unknown User |
It reads the owner information that gets carried over with many signals. Things like Controllinator and player sensor signals start it fresh, but the signal can get lost easily. Examples: If you have a controllinator hooked up to emit a cluster bomb, the controllinator will carry over ownership to the emitted cluster bomb - however if the cluster bomb emits little bomblets, it will NOT carry over ownership - score will be broken. So ownership seems to only last within one stage of emitting. Impact sensors that detect impact with an owned object will carry over the signal. So... Player 1 -> Emits Bullet -> Impact Sensor detects Player 1's Bullet -> Score sensor gives points to Player 1. Sometimes just wiring a controllinator's active output to a chip as a node will also help give that chip knowledge of who is the owner. Another example - in one of my objects I had used timers and that reset the "owner" signal, so I think I had to work around it with a controllinator node. Simple things will usually just work but if you're having specific problems there are ways around it. | 2011-02-18 13:12:00 Author: Foofles Posts: 2278 |
There is a wiki (http://wiki.lbpcentral.com/Signal) page about player ownership but it is lacking details about what different logic gates do to it. For those click link in sig. | 2011-02-18 15:06:00 Author: waD_Delma Posts: 282 |
Thanks both, and its slightly re-assuring that the "signal can get easily lost". I'll definitely play around more with wiring the controllinator into things. And the wiki article was very interesting. It strikes me that "score giver" would be greatly enhanced if you could set (on top of "Just You" and "All Players") Player One or Player Two, etc. In many cases I'm encountering I KNOW that if the score giver is triggered, score should be assigned to a specific numbered player. Is that sensible? What's the best place to raise suggestions - is it http://getsatisfaction.com/littlebigplanet/products/littlebigplanet_littlebigplanet_2 | 2011-02-18 19:17:00 Author: Unknown User |
I think timers clear the owner data as well. (Nope, Wrong!) | 2011-02-18 19:39:00 Author: Foofles Posts: 2278 |
It reads the owner information that gets carried over with many signals. Things like Controllinator and player sensor signals start it fresh, but the signal can get lost easily. Examples: If you have a controllinator hooked up to emit a cluster bomb, the controllinator will carry over ownership to the emitted cluster bomb - however if the cluster bomb emits little bomblets, it will NOT carry over ownership - score will be broken. So ownership seems to only last within one stage of emitting. Impact sensors that detect impact with an owned object will carry over the signal. So... Player 1 -> Emits Bullet -> Impact Sensor detects Player 1's Bullet -> Score sensor gives points to Player 1. Sometimes just wiring a controllinator's active output to a chip as a node will also help give that chip knowledge of who is the owner. Another example - in one of my objects I had used timers and that reset the "owner" signal, so I think I had to work around it with a controllinator node. Simple things will usually just work but if you're having specific problems there are ways around it. Random thought... Would it help to have a tag wired directly to the controllinator (IE active output) and wirelessly transmitting a signal (With fresh player ID) to the emitted item, which can then NOT and OR it with the player-less signal to get the player ID without interfering with the logic... That would of course require unique tags for each player and unique emittables for each player as well. | 2011-02-18 19:47:00 Author: Tygers Posts: 114 |
I think timers clear the owner data as well. No it doesn't but resetting it with other than signal with player data clears it. You can easily test if it transfers player signal by tweaking components color to player color and adding player colored not gate after it. I have tested all components and the results can be found by following link in my sig. | 2011-02-18 19:49:00 Author: waD_Delma Posts: 282 |
Hmmm... I just tested it and both the Reset! and On/Etc. inputs do carry over the player data. It must be something particular to that logic chain that I had problems in, I'll look at it and see if I can get it working to see what the problem was. EDIT- Aha. Duh! The signal chain eventually involves activing microchips with batteries on them to continue, and that is where the player signal was lost. I already worked around the issue a long time ago but at least now I know what the real problem is. Coincidently the work around I used is good for either case lol. | 2011-02-18 19:56:00 Author: Foofles Posts: 2278 |
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