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#1

Argh...evils of auto enter.

Archive: 4 posts


Wanted a nice option to have a second jet spwan for players to get pulled into, the issue is if the player wants to eject, he can not re-enter that controllinator no matter what (unless he leave the range...which is a bit unlikely in a jet with out ejecting...which you can only do from the controls).

Well tried a work around with timers and the like, tested with some people online...and found they work completely in a new way with a second player, the range issue just goes out the window, and you can get in a auto-enter loop. I hate removing the exit controls option, but the ontly other one I can find thus far is add an auto enter to pull the players into the jey, and then turn off...the only issue is I would have to put some logic in to prevent a loop occuring with two players, something like two controllinators that auto enter wait a few seconds for others to join, then auto ejects and turns off... oh well.

I have also found the stupid remote control nearest player is almost random...I added a second controllinator witht eh exact same range to emit when the controllinator turns on...and the second one would randomly choose which player to follow. Only thing that was 100% was a score giver...and not sure if having a 10 point appear above the player is a great way to figure out who is in charge...but for now it will have ot do.
2011-04-02 23:25:00

Author:
celsus
Posts: 822


Soooo... If I read it right...

Player 1 ejects. Then he can't get into the second jet for him?
2011-04-02 23:48:00

Author:
Devious_Oatmeal
Posts: 1799


Yeah, I would have to hear a bit more about how/why the jets appear, etc. Hard to understand cause you start talking about one issue - and then it goes into several others.

For the first player - you want them to be able to eject from a jet - in the air? After they landed?

If you explained the context a bit more - someone might be able to help you out.

Without know the context - would doing something like the bunny spawn in Story Mode work for you. The player would have to go to a certain area to get the jet.

In my level, Jumper, the player has to step into the back depth field (made of Hologram) and then the Jumper vehicle appears (and scoops them in with auto enter). I do not give them the ability to eject - however, if they die off screen for some reason - if no one is in the Jumper for longer than 5 seconds, it will disappear. That way, I don't have multiple vehicles bouncing around). I could have set the emitter to only allow for one at a time - but I couldn't trust that the players would get into the 4 separate areas - I knew someone would double up and get confused.

Sorry if that is confusing - it's all pretty simple if you see my level. Anyway - give us some specifics and maybe we can help you out.
2011-04-03 00:14:00

Author:
CYMBOL
Posts: 1230


LOl, yeah sorry I didn't want to make several threads so I kinda group some complaints...

Here is the auto-enter issue...
If there are 2 or more players there is a passanger bay in Jet A that allows players to hop in, then wait until they are in the air...and then call a second plane. Auto enter is set on so they don't have to time hitting the triangle with the jet appearing. It works perfectly for what ti is, but I noted in some testing that if you try to exit the controllinator, you can never re-enter. It seems auto enter has a range you have to ext to re-enter...and that range is set big enough to pull the player from the passing jet, so there is no way that the player can exit the jet...it is a jet..flying at a good speed. I am not sure why I want teh option to exit the seat, but just figured I would set a timer to try and force the controller to turn on and then reset the range..well it didn't work, and I forgot about it until I was doing testing with a few others only to find if two players are by it it will auto enter them, and if one exited the controls the other would be pulled in...and if that person left, then the first would be pulled back in. Oh and the timer created a loop for both players just overing in the air auto entering....so the range no longer mattered if there was more than one player. Basically I aloow exit with a warning that they will not get to re-enter...and have to hold down the button for a few seconds. I wa also forced to make them turn off when you exit because if there was ever two or more players it would get messy quick with the auto enter loop.

I tried several forms of logic to see if some have unique effects on the auto enter, but they all fail the same way. Just was wondering if anyone has had luck with reseting the range variable of the controllinator. It would have been nice for toggleing seats...but as is you toggle once and no more. I also only have the one the player is in turn off when they exit, so they will have to ext the second one too...but I felt they may like the option to use the other seat too.



As for the remote controllinator, I noticed people don't want to figure out who is in control...so I was going to put a light over the player that was using it...but about 80% of the time the second emitted controllinator would select the same player...which is kind of pointless....but the score giver set to emit when remote is turned on does 100% of the time show the correct person...just a bit lame that's all.
2011-04-03 00:50:00

Author:
celsus
Posts: 822


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