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#1

Top-Down Racer Detection issue

Archive: 3 posts


Sorry if someone's already made a thread about this but I couldn't find any through searching.

Basically, I've all but finished work on making a top-down racer level. The logic I've used to detect each vehicle is pretty standard (At least, I EXPECT it is) - each car has a different coloured tag, which is detected at certain 'checkpoints' around the track - each checkpoint adding a count to a single counter, which must all be activated as the player crosses the start/finish line in order to activate an AND switch, thereby increasing another counter by 1 (It has 3 counts, one for each lap). The fact that there are several checkpoints around the track is vital to the setup, because it means people can't just cheat by reversing over the start line. Naturally.

The actual issue I've been having since the start with this setup, is that believe it or not - the tag sensors don't always detect that a vehicle has passed them, despite me giving them a very generous detection radius. The detection radius for each tag sensor (There's one for each car on each checkpoint and 3 checkpoints around the track - 4 if you count the start line) easily spans the section of the track it affects, but every so often, it just doesn't acknowledge that a tag has passed through it. What gives?

Any fix or alternate method of detection would be greatly appreciated - or, if it came to it, just a whole new setup altogether that will work more efficiently. :L
2011-02-21 11:49:00

Author:
Churkirby
Posts: 31


I posted something about checkpoint detection (https://lbpcentral.lbp-hub.com/index.php?t=47058-How-to-Make-a-Race&p=757255&viewfull=1#post757255) in another thread a little while ago. And here is another excellent thread (https://lbpcentral.lbp-hub.com/index.php?t=47191-Top-down-Racer-Tutorial).

Your specific problem with tag sensors sometimes not working... Are they set to specific layers? Perhaps you forgot to name your tags? Do they make use of combined logic that somewhere down the line is failing? I often make use of sound effects (set to non-positional) at key points in my logic in order to track what is happening when I cannot see it.
2011-02-21 12:10:00

Author:
Antikris
Posts: 1340


You can create custom "detection zones" simply by using insivible holo and Impact Sensors.
Place a Tag Key on the car, an Impact Sensor on the holo, and make it accept only impacts by objects with the proper Tag Key.
If you make the holo span all three fat layers, it should have no problem registering when it is "hit" by a car
2011-02-21 12:12:00

Author:
Slaeden-Bob
Posts: 605


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