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Score Currency?
Archive: 10 posts
Any ideas as to how to set up logic to make it so a player can spend their score points on an item in game? Example: Sackboy steps on a button, the button subtracts 100 points and gives a prize bubble | 2011-03-05 20:38:00 Author: Mycougo Posts: 8 |
I think that is done with a score sensor, AND gates and a button or anything else. Here is how you do it, if a sackboy got 100 points from score bubbles, price bubbles, score givers ect. you can put a score sensor on a microchip that knows when a sackboy get 100 points then put an AND gate and connect the score sensor to the AND gate. Now connect the button or anything you want and connect it to the other end of the AND gate, not put a score giver and put it to give -100 points or anything you want and connect the AND gate to the score give and connect the other piece of the and gate to anything like a emmiter or anything. Hope it helped | 2011-03-05 21:11:00 Author: Arnald23 Posts: 1843 |
Arnald23 has it right. All you need to do is check that the player has the required points (Score sensor wired to AND gate), and that they want the item (button wired to AND gate). Just hook the AND gate to the score giver set to -100 (or whatever), and the item they're buying, and you're done! | 2011-03-05 23:29:00 Author: alexbull_uk Posts: 1287 |
Arnald23 has it right. All you need to do is check that the player has the required points (Score sensor wired to AND gate), and that they want the item (button wired to AND gate). Just hook the AND gate to the score giver set to -100 (or whatever), and the item they're buying, and you're done! Oh i see. thank you so much! ^^ | 2011-03-06 02:23:00 Author: Mycougo Posts: 8 |
Interesting thread Mycougo . Though it sacrifices points, this is an excellent method for numerical currency, and perhaps could be used as players ' numerical hp system? | 2011-03-06 02:27:00 Author: AlvaroShiokawa Posts: 126 |
well i know for hp, people use counters and just have ti decrease everytime they get hit, and its like attatched to a danger chip which when the hp runs out the player dies. | 2011-03-06 22:07:00 Author: Mycougo Posts: 8 |
well i know for hp, people use counters and just have ti decrease everytime they get hit, and its like attatched to a danger chip which when the hp runs out the player dies. I don't know if it would be possible to attach the score sensor of 0 to a destroyer.. With a score sensor in other situations it activates if the player has the required amount of points or more, so wouldn't that just activate whenever the player has more than 0 points, as in always? Then again you could invert it so it activates when the player dosent have 0 points, i'm away from my PS3 right now so I can't test it out, but if it works that would be VERY interesting. | 2011-03-06 22:29:00 Author: iliketosayblah Posts: 77 |
I don't know if it would be possible to attach the score sensor of 0 to a destroyer.. With a score sensor in other situations it activates if the player has the required amount of points or more, so wouldn't that just activate whenever the player has more than 0 points, as in always? Then again you could invert it so it activates when the player dosent have 0 points, i'm away from my PS3 right now so I can't test it out, but if it works that would be VERY interesting. the only problem with all this stuff of using score as hp is that we would certainly sacrify player score for that =/ (Unless top rankings and stuff doesnt matter for the level) xd. Other problem would be that enemy sackbots or stuff can't have "score" hp, or it could be improvised? | 2011-03-06 23:34:00 Author: AlvaroShiokawa Posts: 126 |
score doesnt seem like a good thing to have for hp, then you would have a player that rushed in with a party right, and say one player got all the score bubbles, the rest would die because they couldn't get any : | 2011-03-07 08:54:00 Author: Mycougo Posts: 8 |
score doesnt seem like a good thing to have for hp, then you would have a player that rushed in with a party right, and say one player got all the score bubbles, the rest would die because they couldn't get any : I was visualising it in a top down game, where there wouldnt be any bubbles, but health powerups would give you points, and enemy attacks would subtract. It would only work for single player though, and then you can't use points for currency. I think i'll stick to counters, though I am sure it will be handy for somthing. | 2011-03-07 15:40:00 Author: iliketosayblah Posts: 77 |
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