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Multi-player Deathless Teleporter Demonstration

Archive: 11 posts


I know there have been a few of these already, but I wanted a nice, simple, multi-player teleporter that was easy and reliable. I think I have a pretty good solution with this one, and would love any feedback or suggestions to make it better. The teleporter is included at the end of this demo level. It uses the DCS (controlinator) technique and can transport both players and sackbots.

I put extensive notes on the system so you can see what I was thinking and how to tweak it.
http://lbp.me/v/yxht2c
2011-03-14 17:23:00

Author:
Unknown User


I was looking at a bunch of different teleporter designs last night trying to choose the best for my level...pretty sure I played this one. Did you use a mover and have some funny dancing "greenies" at the end?

Your design is certainly functional...for my purposes I didn't like that it used a mover. you need to worry about the path from the source/destination and how long it takes to get there varies with the distance. Others designs I looked at seemed overly complicated or just plain flawed so I opted to create my own. This is what I came up with, maybe you can spot a flaw with my design...seems reliable and is a simple wireless solution but I haven't done much testing.

Source Microchip:

4 Player sensors set to detect 1, 2, 3, and 4 players.
1 Player sensor set to require all players (same radius as above)
4 AND gates with output connected to a tag.
Connect the single "all players" sensor to an input of each of the 4 AND gates.
Connect each of the other 4 player sensors to the other input of the AND gates.

* Now all players must be within range and you will enable a tag for each player (easy enough to modify if you don't want proximity trigger).

Destination Microchip:

4 Tag Sensors with max radius set to detect 1, 2, 3, and 4 tags.
4 Emitters attached to output of each of the tag sensors, 1 shot, 1 second lifetime.

* One object emitted per player.

Object to Emit:

Holo+Controllinator with max radius and auto-enter.
Connect activate output of controllinator to a 1 count counter...and counter output to eject player (avoids re-entrance issues).

* Since the goal is just to avoid killing the player so they can still ace the level, if sackbots needed to go along for the ride, it's easy just to destroy them at the source and emit new ones at the destination...I don't have any sackbots to worry about with my particular use case.
2011-03-31 15:24:00

Author:
fullofwin
Posts: 1214


Yep, those are my greenies

Your plan should work. I don't like the mover too much, but I just add some sounds and lights to mask it (could have done better in my example, but it was supposed to be a quick prototype). I also did verify that the max 5000 range will always pick up a person anywhere in the level so you're good there.
The only thing I can think of to watch out for is a momentum issue I had with the mover (would throw the sackpeople when they disembark). It might not happen with your stationary DCS, but if it's a problem, just add a .1 timer before eject. If you grabbed my teleporter "prize", it has a lot of notes on the embedded chips.

I'm probably going to change techniques because the mover can also pick up bots that are in the teleport path. I had to redesign my example level to work around that.

Let me know if you get yours working - it sounds like a good idea.
2011-03-31 19:13:00

Author:
Unknown User


Also, there is another thread with more ideas: https://lbpcentral.lbp-hub.com/index.php?t=45072-Simple-Deathless-Teleporters2011-03-31 19:16:00

Author:
Unknown User


My design seems to be holding up...I tested it with 3 players (2 controllers and a steering wheel). The players just drop out of the DCS at the destination, no momentum issue without the mover. I feel pretty confident in the design now that I've read the description of Ungreth's simple teleporter. Our tag/player sensor arrangement is different but I think the 2 designs are functionally equivalent, his might be a little more flexible.


This is a quick and easy method that works for up to 4 players...

4 emitters containing 4 emitted controlinators on invisible hologram backing, one for each player in the level. These are set to emit the controlinators on 1-shot, max emitted 1, with an infinite lifetime. The controlinators are set to auto enter, not visible in play mode and max range. The active output of each controlinator is hooked to a single shot counter (perm switch), which inputs the controlinator's auto eject. Once entered, the player is immediately ejected and cannot re-enter.

4 player sensors, max range, each set to detect either 1, 2, 3 or 4 players. These are rigged to the emitters, so no more controlinators than are needed for each player will be emitted.

A trigger (player sensor, grab sensor, etc) situated in the area teleported from will activate a tag

4 max range tag sensors in the area to be teleported to are hooked to 4 "and" gates, along with the 4 player sensors. When tag is activated and X number of players are present, X number of controlinators will be emitted and all players will "teleport" together
2011-03-31 20:09:00

Author:
fullofwin
Posts: 1214


I've just attempted a system to transport up to 4 players and I've gone even simpler. All I've done is emitted 1 holostrip with 4 DCS's for 0.1 with a huge autoentry radius, triggered by one player via a player sensor. I tested it with 2 sacks and it worked fine. The 4 players will be in a fairly open space, but will all transport when the lead player triggers it. Is there a drawback here that I'm not seeing??2011-03-31 20:32:00

Author:
julesyjules
Posts: 1156


julesyjules,

That's basically where I started with this. The sorts of problems I encountered with that design were either:

1) Player doesn't eject fast enough and gets squashed when emitter destroys DCS.
2) Player ejects and enters another open DCS (when # DCS > # players) and either cycles through them all or get squished when emitter lifespan destroys DCS.

So you didn't encounter any problems like this? I'd usually see the 2nd player die with this setup. There was at least 1 published level that used this setup, I gave it a frown because it killed player 2.
2011-03-31 23:23:00

Author:
fullofwin
Posts: 1214


I've just attempted a system to transport up to 4 players and I've gone even simpler. All I've done is emitted 1 holostrip with 4 DCS's for 0.1 with a huge autoentry radius, triggered by one player via a player sensor. I tested it with 2 sacks and it worked fine. The 4 players will be in a fairly open space, but will all transport when the lead player triggers it. Is there a drawback here that I'm not seeing??

Hey julesyjules - cool to see you on this thread. My kids and I are big fans of your work

The only downside with your simple method is that any other sackbots on your level will be picked up if they have their "use contollinator" turned on, so they could enter instead of some of your salkfolk (depending on their proximity to the destination DCS strip). Otherwise having the DCS emit at the destination seems to be the best solution.
I think it's also much simpler to emit all the DCSs you could need (4) instead of calculating the number of players. As long as it's one piece of holo, they'll all be destroyed and the unused seats don't cause any trouble. That's the approach I took with mt mover-based solution and I tested it thoroughly with 1-4 players.

I'd be curious to know how it turns out for y'all. I might take another crack at this - I still want to eliminate the DCS enter/exit noises.
2011-04-01 00:53:00

Author:
Unknown User


julesyjules,

That's basically where I started with this. The sorts of problems I encountered with that design were either:

1) Player doesn't eject fast enough and gets squashed when emitter destroys DCS.
2) Player ejects and enters another open DCS (when # DCS > # players) and either cycles through them all or get squished when emitter lifespan destroys DCS.

So you didn't encounter any problems like this? I'd usually see the 2nd player die with this setup. There was at least 1 published level that used this setup, I gave it a frown because it killed player 2.

Good point about re-entering the DCS. I avoid this by triggering eject on all 4 DCS at once and then waiting .1 to destroy. Seems to avoid deaths and cycling that way. Also another reason to put everything on one holo strip.
2011-04-01 00:56:00

Author:
Unknown User


No apparent problems, with 2 local players anyhow. I'll check the emitter settings and post up incase it helps.2011-04-01 01:21:00

Author:
julesyjules
Posts: 1156


Idk if this will be relevant but i just wandered here. anyway i see you're talkin bout the tele killing you apparently. Best solution is to make it so it instantly ejects you at the destination (or as fast as possible), then it self-destructs when a player exits it (NOT switches and counters should help there). then again im sure you all alrdy thought of this.2011-05-05 05:55:00

Author:
Unknown User


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