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Four player ride HELP

Archive: 11 posts


Ok this is quite hard to explain, though i'll give it my best shot.

I have a platform much alike a train platformer, and a ride with four carts, one for each player. They are connected to each other using rods and follow the path by using a track. I have a follower on the front cart with a tag and hologram in front to pull the cart along, which works fine. You grab the inside of the first cart to begin moving.

However, I want it so you have to grab the amount of carts equal to the amount of players. E.I
1 player - 1 cart
2 players - 2 carts
3 players - 3 carts
4 players - 4 carts

It doesn't matter which carts are activated, as long as each player has their own cart and they activate using grab sensors and counters to keep them activated and the cart/train moving.

This is where I need help. How can I make it so if there's 2 players, the train won't move until two carts are grabbed, and the same for 3 and 4? This also includes keeping the player in the cart with plasma hologram, so once activated, the player remains inside until the train reaches the end.

The trouble I had was that say there is 3 players, each with their own cart, you would only need to pull one for all the logic to begin, so I need a way for the player sensors to counter the activation of a lower amount of player possiblies.

It's complicated but that's why I need the help.

Any suggestions, videos and pictures are all greatly appreciated.

Signed,
RacingCreed
2011-05-08 19:26:00

Author:
Unknown User


you could have say at the spawn of the level a player sensor set to register how many players spawn into the lvl. actually you would need 4 player sensors...one for each number of possible players probably a lvl cllose gate as well you know the post that stops other players from entering the level. then have four emitters set to emit a different train...each with it's own logic. say if there are two players in the lvl, the 2 player sensor will activate and emit a train that has logic to recognize two players grabbing. on the train itself you would have 2 grab sensors and 2 player sensors with a small recognition radius. so that it would require both players be in their respective carts. you would wire both grab sensors and both player sensors to a four port and gate to start the train logic. voila. you would do the same with 3, 4, and 1 player logic set accordingly.2011-05-08 19:54:00

Author:
Unknown User


Yeah I can see how that could work, though I would use this as a backup solution aposed to the one I had originally planned. Nevertheless, this was most usful and will helpful either for this or future projects.2011-05-08 20:04:00

Author:
Unknown User


There are two pieces of information you need for each cart, whether a player is oppuying a cart and whether they're grabbing. Place a player sensor and a grab switch in each cart and wire the outputs from these through a network of AND gates and selectors to create a system that recognises how many players there are and so how many grab switches need to be active. Use the outputs from the player sensors to work out how many players there are prior to them grabbing to decide which AND gate(s) need to be activated for the train to start.2011-05-08 20:32:00

Author:
Ayneh
Posts: 2454


Yeah, I know that I need to create a netowrk of logic, but that's what im asking for. How to create this network. If you could create it somehow and upload an image or something it would be most usful, i'm not great with logic, just scenery2011-05-08 21:11:00

Author:
Unknown User


you could also, do this instead...same as before at the spawn of the lvl have the four player sensers for the number of players leading to a 4 port selector selector each selector will then lead to the logic that needs to be activated. place 4 MCs and have all the logic for the player data go on these chips. plug the 1st output of the selector into the activation input of the first MC and so on for all the chips and outpust. then wire up the grab sensors and player sensors like I previously stated. this way you won't have to emit the different carts just activate the necessary chips. if this does not mak sense let me know and I will further go into detail.2011-05-08 22:11:00

Author:
Unknown User


What you would like to do is make the logic on the cart as simple and anonymous as possible, so it the cart is easy to duplicate or emit. Use a material tweaker on the grabbable part and set it so Single Grab, so that only one player can activate one cart; put a grab sensor on it, hooked to a single-hit counter (permaswitch). Hook up the counter to a tag "cartgrabbed".

Now, on the train you will need two bits of logic: first bit counts the number of players, second bit the number of grabbed cars. For the player counter, use a 4-gate selector. Hook a player sensor with a very wide radius to channel #1 of the selector. And another to channel #2, but set that sensor to detect a minimum of 2 players. Set a 3-player sensor to channel #3 and a 4-player one to channel #4.

For the grab count, use four tag sensors that detect the presence of tag "cartgrabbed". The first sensor should count just 1 of them, the second requires 2 tags, the third 3, etcetera. Now, connect the 1-tag sensor to an AND gate. Connect output channel #1 of the selector to the other input of that AND gate. You do this for all corresponding tag sensors and selector outputs, so you will end up with four AND gates.

Connect all four AND gates to a 4-channel OR gate. Connect the OR gate's output to the input of your logic that starts the train. This should work.
2011-05-09 00:24:00

Author:
Antikris
Posts: 1340


This is a solution I've used in the past (it's also good for things like making sure every player is seated in a controlinator before continuing).

33864

It works by counting the number of players, counting the number of carts grabbed (all inputs scaled to 25% with a battery, so 4 players or grabs give a 100% signal) and comparing the 2 results. If they're the same (x players present, x sensors grabbed) then it turns on the output.

The 4 inputs are from your grab sensors. The yellow battery is set to 25%. The 3 player sensors are set to require 2, 3 and 4 players respectively. The 3 orange microchips are identical, so only one is shown. The sequencer is set to positional and the battery on it is 100%.

Adder courtesy of rtm223's excellent logic blog (http://www.lbpcentral.com/forums/entry.php?2107-Analogue-Logic-2-Sorting-amp-Addition).
2011-05-09 06:56:00

Author:
Dr C
Posts: 122


Dr C, for this to work i need four carts with a grab sensor in each? and the output goes to whatever begins the train? Also, the signals, does that require players to be in controllinators? im a little confused.2011-05-09 08:30:00

Author:
Unknown User


Dr C, for this to work i need four carts with a grab sensor in each?

Right.


and the output goes to whatever begins the train?

Right.


Also, the signals, does that require players to be in controllinators? im a little confused.

No, the controlinator thing I mentioned is just a different use for this same circuit, you don't need controlinators at all. Forget I mentioned them.
2011-05-09 08:53:00

Author:
Dr C
Posts: 122


Alright, well thanks! I'm now gonna try this and see if it works2011-05-09 16:42:00

Author:
Unknown User


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