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help selecting deathmatch arenas within a level using deathless teleporter chip
Archive: 8 posts
i have a 4 player deathmatch vs. level. up untill now its only had one arena. i want the players to join the game in a small area and select 1 of 2 arenas to fight in. then teleport there and the game to remain in that area untill the timer runs out. i have a teleporter chip that wen linked with a button will teleport all the players in game to a desired area. so at the moment i have 2 buttons, each linked to a teleporter in each of the arenas. this part works fine. however i have it so that once players are teleported there a player sensor will activate a randomiser attached to 4 infinate life checkpoints in that particular arena, so i figure that as the arenas are far apart only one randomiser linked to the checkpoints will activate because player the randomiser is activated by the player sensor and its radius of that area. but the problem is that no matter which area u get transported to. once you die and have to respawn. all of the checkpoints in the level are randomly active! so you can have half of the players in one arena and half in another! can anyone help with this? please? in an ideal world, id simply like there to be a option to select a arena then at that point the checkpoints in that arena are activated and each player is spawned at a different checkpoint selected at random in that arena only. that way players dont start out all next to each other. dont know how to achieve this tho. without killing sackboys. any help at all would be appreciated, thanks | 2011-02-28 16:59:00 Author: Unknown User |
You'll need to destroy the checkpoints in the arena that wasn't selected. | 2011-02-28 17:24:00 Author: munrock2 Posts: 96 |
ok just figure i cud link the buttons to destroyer place on the oppsite arena's checkpoints n link them to the button. but wud really like it if i cud teleport each player to a different checkpoint each in the arena that is selected. thats wat i would luv help with please if possible. i know they cud all spawn at a start checkpoint, emit gas on arena selection, kill them and respawn at the newly activated checkpoints but would that put them on negative scores? ahh u hadnt replied at the point i started writing, that last message, but thanks man anyway. please can anyone help with my last comment? in an ideal world, id simply like there to be a option to select a arena then at that point the checkpoints in that arena are activated and each player is spawned at a different checkpoint selected at random in that arena only. that way players dont start out all next to each other. dont know how to achieve this tho. without killing sackboys. any help at all would be appreciated, thanks | 2011-02-28 17:26:00 Author: Unknown User |
For each arena, put a controllinator on each of the four starting locations. Set their ranges to cover the level starting area. Put a NOT gate that links to all 4 'eject player' inputs for that arena. Set up a sequencer with 3 stripes and settings: 0.1 or 0.2 seconds per stripe, play once, no repeat. Put a battery in the middle stripe, and link it to the NOT gate. When the players choose an arena, play the sequencer for that arena. The players will be hoovered up into the controllinators and then dropped, with no two players in the same place. | 2011-03-01 11:03:00 Author: munrock2 Posts: 96 |
ok so i got the logic set up as you say. i guess i dont use the teleporter anymore rite? i instead linked that button to the sequencer and it seems like for a faction of a second the a triangle symbol is shown above the controllinators on the checkpoints, but the sackboys aint hoover up n transfered anyware and the original start level checkpoint remains activated! though so are the checkpoints i want them to transere to. if i have the teleporter chip linked to the button, the sackboys just move to the teleported chip location. the teleporter chip if otherwise known as "controller port" as the creator called it. (dunno if that changes anything) are the sackboys first ment to be in the controllinators before they can eject? how do i get them in them from a level starting area. sorry to be a pain, but thanks loads for ur time. | 2011-03-01 16:53:00 Author: Unknown User |
sorted it, by adding 4 teleporters, cutting the wires in the chip of each one made it so that they all move to a different teleport location. still no idea how that chips picks the players up n moves em. but its awesome | 2011-03-02 09:45:00 Author: Unknown User |
i instead linked that button to the sequencer and it seems like for a faction of a second the a triangle symbol is shown above the controllinators on the checkpoints, but the sackboys aint hoover up n transfered anyware and the original start level checkpoint remains activated! though so are the checkpoints i want them to transere to. You actually almost had it - I forgot to mention that you need to switch the 'automatically enter' option to 'yes'. You pretty much made the same thing as what the teleporter chips do! | 2011-03-02 12:20:00 Author: munrock2 Posts: 96 |
i wanna test this as im quite curious. do you mean the controllinator needs to have automatically enter? they will be far away from the checkpoints in the arenas, is it really possible for them to enter from the other side of the level almost? | 2011-03-02 19:12:00 Author: Unknown User |
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