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Help with scoring in a Versus level

Archive: 7 posts


This is my first attempt at creating a level in LBP2, and this is also my first time on the forums - hoping for a bit of help.

I have created a small level in which two (or more) players bounce-pad around an electrified arena and shoot boxing gloves from Creatinators at each other, in the hopes of knocking them into the walls. I want the player who scores a kill to receive 50 points.

The game already deducts 10 points from anyone who dies by default, but how can I rig up a score for the players who succeed in "knocking out" others?

Here is the level if anyone would be kind enough to take a look:

http://lbp.me/v/yygsem

One last thing...I can't figure out how I can place the Creatinator so it doesn't get in the way of the projectiles. Could make it a hologram or something?
2011-03-15 22:34:00

Author:
Unknown User


Hm? Your probably going to want to create an 'Aura' for each player out of Holographic material - with Followers to follow the player.

When two 'Aura's touch, it'll create a timer on for around 4 seconds, which leads into an AND gate.
When a player touch the Electric field (may require a NOT to stop the dying player also recieving points), it'll send a pulse Tag out (Counter set to 1 reseting itself and turning on the Tag for a small second)
A Tag sensor in each will lead into the other AND input...

Now, when a player gets 'So' close to a player (touches them) and detects a death, it'll add to the score of the surviving player
2011-03-15 22:47:00

Author:
Nurolight
Posts: 918




That sounds horrifically complicated! I was considering something like using sackbots and having a score counter sensor hooked up to a destruction tag on them...

Will your way work if the Sackboys don't have to get close to one another? They are having a shooting match, after all - they can kill one another from the opposite side of the arena. If you can play the level you'll see what I mean - I suppose I could set up the No.1 hologram on the boxing glove that fires from the Creatinator, but will that still reward the points to the player that fired it? Hmm...

http://img17.imageshack.us/img17/1126/versusk.jpg (http://img17.imageshack.us/i/versusk.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

This is something I thought up. I don't know if an OR gate is the one I should use to gather up all of the signals from the electric ropes, but I know there is a tool that will work (just can't remember the name). Aside from that, I can see two problems with it...

1. Can I attach a Sensor Switch to an emitted object, and wire that to a timer that is connected to the level? I suppose I could use player-controlled sackbots that contained a Tag sensor, and put a tag on the Boxing Glove instead, but I would prefer an alternative that lets the players use their own sackboys (for simplicity's sake).

2. Will the score giver actually apply to the player who fired the boxing glove from their Creatinator, or will this require more logic? I am completely stumped as far as this goes, no ideas whatsoever.
2011-03-15 22:59:00

Author:
Unknown User


Emitted objects are solitary, you can't wire them to anything external. You can use tags and sensors to transmit signals wirelessly instead though.

If you aren't already, you need to be using sackbots instead of 'real' sackfolk so you can put sensors and tags on them.

To have the glove 'remember' who fired it you need to identify the bot with the player who controls it. This is achieved by putting a tag on the bot, fed by its controlinator's 'active' signal which will be 'owned' by the player controling it. On the glove, put a tag sensor looking backwards to catch the signal from this bot tag. Store this signal using a counter that only counts to 1 and never resets. Upon firing, it should be primed with the signal from the bot tag. (This might become unreliable when two players are in the same spot. Can be solved by making unique gloves for every player, but this will complicate things a bit.) Connected to the counter output is another tag.

On the punch-receiving sackbot, you need an impact sensor that only triggers when the glove tag is present. The signal from this impact sensor will reflect the properties of the signal transmitted through the required tag, i.e. it will be 'owned' by the player that fired the glove. Of course, this signal needs to be stored like we did with the counter on the glove (exercise left to the reader, and don't forget to reset after some time). An AND gate feeding a score giver completes the signal chain. Its top input (order is important) needs to be the tag signal storage. The second input should be triggered upon bot death.

It's possible that the score giver will not trigger if it's placed on the bot because of its destruction preempting further signal propagation. If that is the case, you can use yet another tag/sensor pair to transmit impact information to a stationary chip containing the storage/score giving logic. For debugging, you can use "player colour" lights, neon or holo to verify signal ownership at different points of the signal chain. Also, use tag labels to keep information flow clear.
2011-03-16 10:23:00

Author:
tameturtle
Posts: 150


I'm going to tool around with this for a while, thanks.

When this level is finished (if ever, lol) I'm going to make it copyable so others can see how it works.

I wish I could see the guts of a story level like "Chick Flick", and see how the scoring is set up there. That's basically exactly what I want to do, except using an emitted object rather than the controllinator.
2011-03-16 23:22:00

Author:
Unknown User


Update, you can replace the whole "find out who fired me" shebang on the glove with a simple tag.

The signals from batteries and tags on things emitted by a creatinator will automatically be 'owned' by the creatinating player. Ain't that nice!
2011-03-17 13:14:00

Author:
tameturtle
Posts: 150


Update, you can replace the whole "find out who fired me" shebang on the glove with a simple tag.

The signals from batteries and tags on things emitted by a creatinator will automatically be 'owned' by the creatinating player. Ain't that nice!



Awesome!
2011-03-17 21:25:00

Author:
Unknown User


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