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#1

How to Force into Single Player?

Archive: 11 posts


I was just wondering how to do this, in a way that wouldnt kill the players or deny them to play it, Ive been searching for help for a while now...hope anyone can help.

Regardless, Thanks.

Edit* Sorry for not explaining >_< for normal Sackfolk, no Sackbots basicly. A tried making everyone spectate while the the Logic would randomly choose a player to be 1st Player, the others spectate, following on a controlinator while on an Invisible piece of Hologram, but for some reason it doesnt work =(
2011-03-27 22:41:00

Author:
Bloo_boy
Posts: 1019


If it's a Sackbot/ Controllinator thing, you could just wire players 2 to 4 to controllinators that watch but can't interact with anything.

In fact, that may work even if Player one is a normal sackperson... not sure though, this is purely conjecture on my part.
2011-03-27 22:44:00

Author:
RockSauron
Posts: 10882


Sorry >_< I mean like for normal sackfolk, i tried but for some reason it wont work =/2011-03-27 22:52:00

Author:
Bloo_boy
Posts: 1019


You could try my method of only allowing the first player through the entrance to control the main controlinator, but with a twist(I'm using sackbots so I haven't thought of your issue):

Place your entrance so that the sackpeople have to fall about an inch before hitting the first controlinator which then will be seated by the first player. The rest will then fall past him and into a second cluster of controlinators set to follow. Then you wire the Player 1 controlinator to eject when the second controlinator is activated.

I don't have LBP in front of me to test this, but I believe that you could set the follower to follow only one of the players.

Caveats: You have to make sure that the following players don't get killed, or else they're just going to spawn togehter with the player at the next checkpoint.
You can remedy this by putting them on one of the thin layers.
Also, you'd have to place the checkpoints close enough so that the other players aren't killed due to the distance when Player 1 is killed.
AND, you have to make sure that the first DCS holo is moved away from the second cluster the instant it is triggered, or else the player is just going to fall into the next unless you have exactly four players...
Hm.. this is getting kinda awkward. I have to think about this one.

Please report back if this works
2011-03-27 22:59:00

Author:
Discosmurf
Posts: 210


This is a method I used, however, in my current level it somehow blocked player one's camera, but in an other level I made, it did work properly... (maybe it has to do with the 3D glitch cam I'm using. Not sure though, I'll test it out later)

You'll need a controllinator and an three emitters; one for each extra player that could enter the level.

- Set the controllinator to "automatic enter - yes" and it's detection range close enough to the start of the level, so player one will be "sucked" right into the controllinator.
- Wire the controllinator's imput to the three emitters and set them all to "one shot".
- Let the emitters each emit a hologram with a controllinator on it.
- Inside these controllinators, you can put followers that follow player one's controllinator using a tag.
2011-03-27 23:48:00

Author:
Unknown User


This is a method I used, however, in my current level it somehow blocked player one's camera, but in an other level I made, it did work properly... (maybe it has to do with the 3D glitch cam I'm using. Not sure though, I'll test it out later)

You'll need a controllinator and an three emitters; one for each extra player that could enter the level.

- Set the controllinator to "automatic enter - yes" and it's detection range close enough to the start of the level, so player one will be "sucked" right into the controllinator.
- Wire the controllinator's imput to the three emitters and set them all to "one shot".
- Let the emitters each emit a hologram with a controllinator on it.
- Inside these controllinators, you can put followers that follow player one's controllinator using a tag.

You can just arrange them in height under the entrance as well. Works fine for me.

But what bloo_boy is asking for is if this works if he wants Player 1 to play as a regular sackcreature and not as a sackbot.
2011-03-27 23:57:00

Author:
Discosmurf
Posts: 210


If you want a definate force, simply place a Player sensor on the entrance with 2+ players detected, that connects to a game ender 2011-03-27 23:59:00

Author:
Nurolight
Posts: 918


You can just arrange them in height under the entrance as well. Works fine for me.

But what bloo_boy is asking for is if this works if he wants Player 1 to play as a regular sackcreature and not as a sackbot.

Whoops, I didn't see that
Right now, I have no other idea then to use a Sackbot anyway, and clone player one's costume right onto that Sackbot, so it looks like it is player one. But that would be cheating
2011-03-28 00:15:00

Author:
Unknown User


Something that could be much easier, is to have the beginning of the level as normal. Everyone spawns, but just to continue the level, you have to be on your own. Like MM did with some of the 2 player sections in the story mode. That would also reduce the problem of this logic "not fitting in" to the level.

I'd be against an automatic game ender. It just frustrates people, as they often don't know why they've been kicked.
2011-03-28 00:39:00

Author:
standby250
Posts: 1113


Thanks guys! I made it work!
Now I just have to publish it and see how it will behave in a level, anything can go wrong with logic lol, thanks guys!
2011-03-28 01:05:00

Author:
Bloo_boy
Posts: 1019


Here's a solution for ya. First you'll need a player counter. I believa there's a tutorial on here somewhere but i wasn't able to find it on short notice. Anyway, it'll give a different output depending on the amount of people in your level. Next you'll need 3 bits of holo. On each put a grav tweaker set to %100 antigrav and a player follower set to max speed, max acceleration, allow in out and up down movement. On the first holo put 3 controllinators on the second put 2. And on the third put 1. Set the controllinators to automatic entering with a max range as high as possible.

Lay down 3 emitters. Connect 1 to the 2 player output on the player counter, one to the three player output and 1 to the four.have each emitter emit the holo with the amount of players -1. So if you have four players in the level, the holo with the 3 controllinators is emitted 3 of the 4 players automatically enter the controlinator/holo and this will follow the 1 remaining player through the level as they play.
2011-03-28 01:21:00

Author:
Chicago51
Posts: 258


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