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Game Ender system for a 4 player level with sackbots

Archive: 7 posts


Basically I'm making a level in which you enter and go through a brief explanation with the sackbot controls, then you go down an elevator, (triggered by a grab sensor). At the bottom of the elevator there'll be 4 Controllinator Transmitters (each set to a Controllinator Receiver attached to the corresponding sackbot) each attached to 4 Holopgraphic materials set with followers to follow each sackbot.

When the elevator goes down WITH the players, the players will cross the trigger radius of the Transmitter Controlinators, and will automatically be sucked into their own sackbot to control. When the elevator reaches the bottom it will trigger a timer, attached to some destroyers. When the timer is full it will trigger the destroyers and destroy any Sackbot WITHOUT a player controling it, along with its Transmitter, Health Bar, Etc.

Now with my Game Ender Problem. I want to make a system that turns on a Global Game Ender switch when Only ONE Controlinator is left active (meaning when only one player is left in the arena). I thought of this; ( 31166 ), thought I think it might not work.

Hope you're not confused Any suggestions please comment them & Thanks in advance! ^^
2011-02-25 02:56:00

Author:
vicander
Posts: 13


Your picture is too small to be readable.

I would think there are several ways to accomplish your goal. One way would be a counter (or a selector). Add to the counter with every destroyed sackbot (including the ones you destroy at the outset). When you get to 3, you'll know that one remains. You could also use tags and a series of sensors set to require 1,2,3, and 4 tags (all the same color/name) and combination of OR/AND gates, but that gets kinda messy.
2011-02-25 06:43:00

Author:
v0rtex
Posts: 1878


It was hard to read, but I guessed at what it said.

All you need is XOR, and.... tag sensors.

Put a different tag on each bot, and when that bot is gone, the sensor doesn't pick it up anymore. Since you destroyed the ones in the beginning, the sensors will already be off.
2011-02-25 06:51:00

Author:
Devious_Oatmeal
Posts: 1799


It was hard to read, but I guessed at what it said.

All you need is XOR, and.... tag sensors.

Put a different tag on each bot, and when that bot is gone, the sensor doesn't pick it up anymore. Since you destroyed the ones in the beginning, the sensors will already be off.

I'm doing this in one of my levels. It works elegantly.

To clarify, you tweak the XOR to have 4 inputs, and link each of those sensors into the inputs. XOR will fire when one remains, so let that launch your endgame.
2011-02-25 12:24:00

Author:
munrock2
Posts: 96


Cryogen, munrock2... brilliant. I always forget the power of the XOR.2011-02-25 13:13:00

Author:
v0rtex
Posts: 1878


when i tried doing this before i placed 4 sackbots down and controlinators if 1 player controls the overs still move2011-02-25 13:31:00

Author:
hawkes12345
Posts: 3


But all the sackbots were still out. That's why they could still move. Since Vic destroys them in the beginning, they're no longer activating the sensors.2011-02-27 00:20:00

Author:
Devious_Oatmeal
Posts: 1799


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