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Grr score giver why wont you behave?
Archive: 12 posts
Hello everyone Ive had trouble with scoring in my V3 RPG Arena game forever and this is the ONLY problem Ive come across and had to make new versions several times... Its supposed to work like this.. If you are a good ghost and you posses a good class the scoring chips turn on. Then when you kill a bad player their ghost is emitted and when any good player senses a bad ghost (via tag on bad ghost) they are supposed to receive 30 points even if the other good player did not kill the bad ghost (2v2 only)... the scoring set up I currently have works about 90% of the time but occasionally the player that died (now is a ghost) receives the 30 points as well as -10 for dying.. the fact that they receive points does not make any sense considering the 30 points kill scoring was destroyed with the character to become a ghost as well as the fact that the tags are not the same color so it should not activate the score anyway! I have a diagram to show these chips (Foofles actually helped me by telling me to use AND gates with "controlinator input active" with the tags that award scores). 33544 Sorry about the tiny picture... but it should be legible.. also this is a "bad" character scoring logic so I don't confuse anyone. if anyone can help I would greatly appreciate it but I honestly feel like score givers should not be this ridiculous to give the proper player scores.. | 2011-04-30 20:53:00 Author: Dortr Posts: 548 |
The issue your having seems to be more of a blur to me, and most likely many other players reading this. It seems quite complicated with this "good ghost, bad ghost" game you have planned, so, can you simplify? Thanks, Signed, RacingCreed | 2011-04-30 22:50:00 Author: Unknown User |
Its a pvp arena where you can select different classes while a ghost.. you begin the game as a (un score taged ghost) and everytime you die you become one. since the ghost is emitted I thought It would make sense to receive score when a ghost appears... this means you killed them. There are 2 factions that you can be so this means there are 2 ghosts. The explanation I gave would be inverted if you were playing the "bad" faction so if any good character dies a good ghost would appear and give bad players score.. Hope that clarifies things. My issue is that occasionally when a "bad" player dies the ghost receives 30 points then takes away 10 and it does not make sense because the "bad" character has the +30 points score giver and the ghost has the -10 points score giver... but if there is a "bad" ghost that means the "bad" player is dead. btw this game is not planned but published with 6 classes so 3 per faction. Its the game in my signature or you can click on my levels to see more info (the game and tutorial are at the top of my published levels) | 2011-05-01 01:04:00 Author: Dortr Posts: 548 |
Hm, are you sure you've labeled all of your tags correctly even for the emitted ghosts? I've been trying to recreate your problem, but it seems that the only thing I can think of that could possibly mess up the system is the tag labeling. Another possibility is that the "bad" player received 30 points when a "good" player has died right before dying itself, but from the way you're explaining it doesn't seem like any other player has died at the same time. I'd like to take a closer look at your logic though, just to see if there's some tiny detail that's been overlooked. | 2011-05-01 21:13:00 Author: Qrii_Nakari Posts: 204 |
There have been a few threads about the weird mechanics in giving scores to seperate players. I don't know if that's the problem you're having but it might be worth reading around. https://lbpcentral.lbp-hub.com/index.php?t=51884 https://lbpcentral.lbp-hub.com/index.php?t=53314 There was a decent thread that addressed all these issues better but I can't find it. | 2011-05-01 21:32:00 Author: Ayneh Posts: 2454 |
I'l attempt to simplify. If bad player senses a "yellow ghost tag" he gets points. "yellow ghost tags" are only on yellow ghosts meaning good ghosts. And they only appear when a good(yellow) character dies. Then that same good (yellow) ghost loses 10 points. This is the opposite for good players in which all the tags are red.. | 2011-05-01 21:50:00 Author: Dortr Posts: 548 |
(Continued from VM conversation) The "black score" thing is not really a bug - it's just the game's way of telling you that you're using a Score Giver set to give the score to a single player only, but you haven't specified which player to give it to. This is done by a signal/object ownership system which is fairly complex, and I don't think there's a particularly comprehensive guide about it anywhere. The closest thing is probably this thread (https://lbpcentral.lbp-hub.com/index.php?t=48588-Observations-about-player-data-and-logic-gates). There was a decent thread that addressed all these issues better but I can't find it. Was that the one, or was there a better one? | 2011-05-01 22:26:00 Author: Aya042 Posts: 2870 |
Was that the one, or was there a better one? I think it was another thread but the one you linked to is more concise. | 2011-05-01 22:40:00 Author: Ayneh Posts: 2454 |
None of those threads state the origin of player data... my game is top down where your actual characters are either in ghosts or a class (your in an invisible controlinator while the sackbot is only cosmetic and does nothing) So I can only assume player data originates with the input active on the controlinator that you are in. Is this wrong? That being said what actually gives you score is the tag on the ghost of the other player that just died. note: it does not matter HOW the other player was killed only that they were killed and your character senses the tag. So if a "Yellow" player ever senses a "red ghost tag" for any reason (and the only reason they would is if a bad "red" player dies) they should be awarded 30 points. The scoring mechanism is both "input player active on the controlinator AND opposing ghost tag sensed" I have played an entire match that works 100% correctly then replay and it works like 40%... but this is rare due to how often I actually get to test the game online. Also I have no idea if 2v2s would actually work properly either because I have never gotten that many people that understand how the game works and are willing to play..or able to join. Anyways I just want to know if that is a bad set up or not (all tags are proper color) and only score recievers are on the classes and score (take awayers) are on the ghosts. The ghosts subtracted score works (all the time..I think) its just that sometimes the "ghosts" receive 30 points...even though they have no score gives on them period. (besides the -10) Edit: GRRR! I tried a new probably like 8th score system today as well as tested 2v1 scoring to see if both players would receive score properly. most of the time they did but again... every once in awhile.. the player that died would get score again... It happened twice in the game I tested. I wish i could get through this one little issue so I could start adding to the game.... Its the only one I plan to make and I wan't it to be awesome and it is but the scoring is soooo important in a vs game!!! It seems that this would be much much more user friendly to have the player IN the controlinator get points if thats where the score giver is. | 2011-05-02 02:07:00 Author: Dortr Posts: 548 |
It sounds like whatever you've been doing x8 you're working at too high a level of abstraction and need to look at the very fundamentals. My total lack of experience with giving scores doesn't help but here's how I'd approach the problem: -isolate the two pieces of logic in a new level - NO GHOSTS ALLOWED -if stuff is getting destroyed make sure to activate any logic 1 frame before by using a selector/timer otherwise things will go wrong -try substituting any pieces of logic that can potentially block player data, eg use a on/off microchip instead of an AND gate -try directly wiring the player controlinator up to the logic and see if the problem persists, try changing settings on controlinator if scores are still not being given correctly -if the above doesn't work remove score givers until they work how you want, it may be that the scoring system can't add/subtract when scores are given in the same frame - again, use selectors or timers if this is the case to stop it from happening -if you get nowhere delete the microchip and start again and test that everything works at each stage of building, that way you can work out where the problem is introduced | 2011-05-02 17:22:00 Author: Ayneh Posts: 2454 |
None of those threads state the origin of player data... my game is top down where your actual characters are either in ghosts or a class (your in an invisible controlinator while the sackbot is only cosmetic and does nothing) So I can only assume player data originates with the input active on the controlinator that you are in. Is this wrong? Player data originates from the Sackpeople in the level. Whenever they perform certain actions which affect the state of certain logic components, those components 'remember' which player it was. A simple example might be connecting a grab switch to a piece of hologram set to "Player Color" - the hologram will change to the popit color of whichever player grabs the switch. As the logic between the source and the sink of the data becomes more complex, the way in which the components are wired can make a difference. In some cases, that data can be lost, or when the logic depends on the actions of multiple players, you might get the wrong player signal at the end of the chain. It gets even more complicated when dealing with emitted objects. IIRC, the player data which was in the signal which triggered the emitter is passed on to some of the components in the emitted object. Like I said, it's pretty complicated which is presumably why there's no definitive guide to this aspect of the game. However, the "active" output of a Controlinator is a useful place to source that data from, because it's always active as long as a player is occupying it, so if your players are always in Controlinators, then a technique similar to the one I mentioned in a previous post (https://lbpcentral.lbp-hub.com/index.php?t=55558&p=834190&viewfull=1#post834190) ought to work. Also, take advantage of the fact that hologram set to "Player Color" tells you the color of the player data signal which is being fed into it - it can be a useful tool when trying to determine where the data is being lost. | 2011-05-02 18:21:00 Author: Aya042 Posts: 2870 |
Hmm I currently have when a player enters either the class or ghosts controlinators it turns on the score chips. I tried to make sure it was giving the proper player score by having it activate .5 seconds after you enter. The ghosts (-10) points logic does work every time... but i have it set up to input controlinator active AND .5 seconds emited (so there is no tag sensor for ghosts.. which may be the problem) On the class side of things I just changed it to .5 seconds after sensing the tag AND controlinator input active and this seems to work a little more often. I just don't understand why it sometimes work 100% fine while sometimes it does not. Ive tested it under several circumstances and varying distances between the characters etc. I guess I'l have to fiddle with it a little bit more, but thank you Aya and Ayneh for all your help and input! I do take pride in my complex game but It does suck to try to explain things if I'm having issues like this. When the servers come back on you guys should check it out, perhaps then you may easily be able to see where the problem lies... but its also just a cool game that I feel is severely underrated.. | 2011-05-02 19:48:00 Author: Dortr Posts: 548 |
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