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#1

More than 2 player sensor?

Archive: 7 posts


Weird title. Couldn't think of any name for it. Anyways...
I am creating a shoot-em-up level and I was wondering how I do something. When I play my level by myself, the amount of enemies fits, it's not too easy or too hard. However, when I was playing with 3 people, my level was way too easy. The enemies were overwhelmed by our power! Is it possible to make the difficulty(# of enemies emitted) dependent upon the number of players.
For example,
1 player would have 2 emitters shooting out baddies.
2 players would have 3 emitters shooting out baddies.

Thanks for any help!
2011-03-01 00:10:00

Author:
creator22
Posts: 162


Yup! Depending on how your logic works, you're going to have to interpret my words differently, but this is the general formula:

Have 4 player sensors, and have them require 1, 2, 3, and 4 players. Then you know, depending on the highest order of one that is lit up, how many players there are.
2011-03-01 00:19:00

Author:
dr_murk
Posts: 239


If you press SQUARE on the player sensor and look around where you set the 'require all' setting, you'll see a "number of players required" setting. if you set up a 4 port selector, you can have 4 sensors hooked to it's inputs so that it's outputs trigger the 'more enemy' difficulties. 1 player required on port 1, 2 players required on port 2, and so on.

If you're using a scaling difficulty on a sequencer or two, like in a survival challenge, you could use direction combines and the player sensor settings to have the positional setting on the sequencer start somewhere higher in difficulty if there's more than 1 player. Like in a zombie survival, where after 10 minutes the zombie swarm gets to phase 3... set up properly, 2 players could start on phase 3, and 4 players could start on phase 6 or whatever.

1st solution should work fine though.
2011-03-01 00:20:00

Author:
Unknown User


Or even simpler if it's just a basic emitter you have...

Wire the 2 player sensor up to additional emitters for a second player, 3 player sensor for the additional for a third, and 4 player sensor to the additional emitter for 4th. (Or up to AND gates if the emitters will be controlled by game logic.) But if there are waves and more just come earlier, then incorporating the number of players into your game logic would probably be better.

If you use a timer to time spawns, you could also just speed up the spawning linearly... AND the output of each player sensor with a 25% battery, add them together, and use that to drive the timers set to speed scale. (Or adjust it so 1 player is a 40% battery, and 2, 3 and 4 each add 20% to it for non-linear increases.)
2011-03-01 00:45:00

Author:
Tygers
Posts: 114


Ok. Thanks everyone. 2011-03-01 00:57:00

Author:
creator22
Posts: 162


If you press SQUARE on the player sensor and look around where you set the 'require all' setting, you'll see a "number of players required" setting...

A kinda related thing that a friend pointed out to me yesterday: when "Require All" is set to be on, the sensor effectively ignores the "Number of Players Required" setting, so make sure you leave it off if you need to count players.
2011-03-01 18:59:00

Author:
Aya042
Posts: 2870


Just posted this comment (https://lbpcentral.lbp-hub.com/index.php?t=51622-Detecting-Number-of-Players&p=793805&viewfull=1#post793805) in a thread about number of player detection. A simple diagram.2011-03-02 16:14:00

Author:
Antikris
Posts: 1340


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