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A couple of questions about sackbots

Archive: 2 posts


I was messing around with player-controlled sackbots last night, and I think I've got one working the way I want it to - for single player only.

I've got it set up to kill the player when it is destroyed (using a tag on the sackbot and a destroy switch hooked up to the tag sensor on the controllinator), and then emit a new sackbot when a player sensor identifies the player coming through the checkpoint.

HOWEVER.

I want to be able to do this with more than one player. I have set up new sackbots with different coloured tags and such, so they can be controlled and move independently - this works fine, until they die.

I can't see any way for the Player Sensor to identify which player (1,2,3 or 4) is coming through the checkpoint and activate a unique emitter as necessary. At the moment, both players activate the same emitter, meaning that if Player 2 dies and respawns, it emits a new Player 1 sackbot, which destroys the one that Player 1 is currently occupying. This process loops until all lives at the checkpoint are spent and there is only one player left.

I have thought of a couple of ways that I could use player inputs to identify the sackbots - unique stickers, a podium with numbered sections for each player to select their sackbot from - but I would prefer to automate the process right out of the checkpoint.

Any ideas on this?
2011-03-21 23:19:00

Author:
Unknown User


I have an idea but it will not kill sackboy along with said sackbot. you can setup a tag/sensor combo on a checkpoint system that will recognize seperate tags for each emitter and sackbot combo.

http://www.youtube.com/watch?v=_6vi1JhVmBE

this will sufficiently show you how to make such checkpoint system. now you may also setup a counter set to how many ever hits you want that will kill sackboy after said number of sackbot deaths.

let me know if you need anymore sackboy logic help...I'm pretty handy at it
2011-03-22 00:55:00

Author:
Unknown User


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