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Individual Score Sensor
Archive: 16 posts
I am trying to make a platform raise the winner at the end of a versus level. However the score sensor with its lack of controls only recognizes when the score is obtained by either player, therefore activating both platforms. I want only the person with more points to be raised but am stumped on how to do this. Any help would be greatly appreciated. Thank you. | 2011-05-09 07:19:00 Author: Bourne_ Posts: 33 |
How do players score in the level? I think I could figure this out, but it would be a pretty complex piece of logic just to raise a platform... | 2011-05-09 22:14:00 Author: shane_danger Posts: 283 |
Well this could be easily done with sackbots then regular players try using sackbot and see if that works | 2011-05-09 22:34:00 Author: WESFUN Posts: 1336 |
I think I have an idea, but I need to know How are you determining who gets points (what does player have to do to get points)? Is it a 2, 3, or 4 player game? Or could it be any number of players? My idea has to do with tags and a tags closeness to the sensor. | 2011-05-10 00:38:00 Author: riverad08 Posts: 104 |
There are 8 mini games and its a 1v1 versus level, and for each mini game a person gets 1,000 score the last one being 2,000 for a total of 9,000 points possible. I have thought of a closeness thing with tags, idk if its what your thinking as well as a counter for each mini game, but I cannot do that because there is no way to determine which of the players is on which platform when it comes down to the end of the level. | 2011-05-10 01:00:00 Author: Bourne_ Posts: 33 |
Oh, so the winner of each mini game gets points and the loser gets none? This would be easy with sackbots. That way, there is a way to tell which player is on what platform with a tag on the bots. | 2011-05-10 03:02:00 Author: riverad08 Posts: 104 |
Yah, but then I would have to redo my entire spawn system just to make a platform raise, and take out a mini-game because sackbots cannot use the grappling hook. All just to raise a platform lol. Maybe there is no easy way to do it with the way I have things set up. If only the score sensor actually had some functionality on it. | 2011-05-10 04:19:00 Author: Bourne_ Posts: 33 |
CopherMC has some interesting 4 player counter logic, watch his tutorials, that might help you separate who gets the score necessary. | 2011-05-10 04:48:00 Author: Unknown User |
CopherMC has some interesting 4 player counter logic, watch his tutorials, that might help you separate who gets the score necessary. I don't think you read the thread. The only other idea I could think of is to use stickers, but there are a few problems with that. I don't think raising the winner on a platform is that important. I would just give up on that idea unless someone out there comes up with an idea that you like. | 2011-05-10 05:18:00 Author: riverad08 Posts: 104 |
Lol no it is not that important, I can scrap it. I just dont like thinking of something and then not being able to do it lol. I dont watch any tutorials or anything cuz part of the fun for me is figuring out how to do things. But this one stumped me, so i wanted to know if it was just me or not. Thanks for all the ideas though everyone. | 2011-05-10 06:15:00 Author: Bourne_ Posts: 33 |
Lol no it is not that important, I can scrap it. I just dont like thinking of something and then not being able to do it lol. I dont watch any tutorials or anything cuz part of the fun for me is figuring out how to do things. But this one stumped me, so i wanted to know if it was just me or not. Thanks for all the ideas though everyone. Well I don't think a sackbot is needed if you can work out it with a sackbot Just Make a hologram with follower but there is kinda a new problem I have been thinking on for a while. example is that if a player gets 2 hologram and 1 player gets without hologram. Yeah but then you must change the beginning on every level. But just an idea. But if you don't understand I can try again to explain my english. | 2011-05-10 06:43:00 Author: Seveni_7 Posts: 109 |
You can do it with sackbots without losing parts of your level. Have them enter a sackbot right before finishing the game. Then tags etc as suggested above. | 2011-05-10 08:08:00 Author: roux- Posts: 379 |
You can do it with sackbots without losing parts of your level. Have them enter a sackbot right before finishing the game. Then tags etc as suggested above. Lol thought of this too, it is on my end score screen thing though. So it ejects the players from any controllinator they are on. Maybe I can play around with it more though. I dont know, its not the most important, but since I cant test the level cuz PSN is down I figured i would try and figure it out lol. | 2011-05-10 10:10:00 Author: Bourne_ Posts: 33 |
You are not the only one dealing with this problem. I have made an RTS game where you can spawn units. You need points to buy units but the score sensor only react on the person with the highest score. It kind of ruins the game. Instead of using a score sensor, I built a sort of "storage for points" on a number of microchips, dont know what to call it. Thouh it takes 25 % of the thermo. I'll publish my level when the PSN i up again and maybe I can show you. | 2011-05-10 13:04:00 Author: Willman4 Posts: 170 |
Easily done. Add another 'scene' right before the scoreboard, do your platform dealie, slide the scoreboard in behind the platforms. done and done. And what do you mean you can't test the level? start > change to play mode > done. All you need is a second controller (which you may not have I guess). | 2011-05-10 19:42:00 Author: roux- Posts: 379 |
@Willman4 I know what you mean lol. I did score systems for two of my mini games and they take up so much thermo. I am emitting/deleting parts as you go through the level to make enough room. @roux- Thanks I will try that. And i have plenty of controllers, but my minigames/camera system does not allow for people on the same screen to play each other. | 2011-05-10 23:14:00 Author: Bourne_ Posts: 33 |
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