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#1

specific player sensor

Archive: 4 posts


Ok is it possible for a player sensor to sense a specific player. so say player 1 has to be in a certain area and player two has to be in another. meaning player two cannot activate player 1's sensor? if it is possible it would be cool to know how to do this.

Thanks in advance.
2011-03-02 03:12:00

Author:
Unknown User


Not with sackboys afaik. You can with sackbots by just using a tag though.2011-03-02 03:28:00

Author:
SSTAGG1
Posts: 1136


This is one tweak that I really wish Mm would put in. It's already on the sackbots for costumes, so why not player sensors?2011-03-02 05:35:00

Author:
Yofig
Posts: 288


Ask yourself first: how would a player know he is player 1 and not player 2, 3 or 4? Unless he is playing on his own, he can't.

I am not sure what you are creating, but what you may need instead is a piece of logic that detects a maximum of 1 player in a certain spot -- and optionally another player in another spot simultaneously -- in order to activate a device. I am thinking about a mechanism like the key system they use in bank vaults and nuclear silos: two keys need to be activated simultaneously, but are so far apart from one another that only two people can complete the procedure.

Alternatively, you can have whoever of the players control sackbot A and another sackbot B. A can carry tag A, B carries tag B. Then you CAN trigger a certain spot with tag A and another with tag B. In this setup it also does not matter who of the players is controlling A or B, as long as it is made clear visually (sackbot color?) what distinguishes one bot from the other.

Edit: in regard to the second paragraph, use two player sensors; one set to detect minimum 1 player; another set to detect minimum 2 players but turned to inverted. Stream both through an AND gate. This setup will detect the presence of minimum and maximum 1 player.
2011-03-02 14:00:00

Author:
Antikris
Posts: 1340


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