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Score by time, giving it only to players that are alive?

Archive: 10 posts


I am currently working on a Survival Challenge level. The idea of how I am planning to give score is to give it by time.

The problem is I only want to give the score only to players that are currently alive. There really isn't a way to target only a specific player in the game to give the score to, and the option of telling the score giver to give the score to all the players will give the score to dead players, which isn't what I want.

I guess using sackbots in place of your sackperson can be a solution, but I would like to resort to other solutions before making a duplicate of the player in his place. Does anyone have any solutions to scoring only living players by time?
2011-05-10 00:29:00

Author:
Unknown User


The score giver has an option to give a score over time. I haven't tried it, but see if it also gives a score to a deceased player in a versus level.2011-05-10 00:33:00

Author:
Antikris
Posts: 1340


Yeah, I already tried that. It only gives it to the player in the center, just the same as if I were to give the score using a timer.

Another thing I want to avoid is giving the score to only one player at a time, or giving it to the player in the center like King of the Hill. (I'm using a player sensor to help distribute score with)

Blah. If only the player sensor could detect only one specific player by it's number, it would make things tons easier.
2011-05-10 01:02:00

Author:
Unknown User


You can detect a specific player if you use sackbots each with a unique tag. With tag sensors, or with impact sensors on hologram.2011-05-10 03:06:00

Author:
riverad08
Posts: 104


Sackbots. Lol but if you dont want to it depends on some things. What happens when people die? Are they spawning elsewhere? You can have individual score tweakers for the dead people and the individual ones take points aways at the same rate that your timer gives points to players that are alive. That is the only way I can think of it off the top of my head.2011-05-10 23:21:00

Author:
Bourne_
Posts: 33


Well, that's one way to do it I suppose. I just dislike the fact of a bot simulating a player rather than the actual player in existence itself. You'd think they would have thought of specific players when resorting to survival... heck, it could be used even in some cases of a versus battle.

Thanks for your suggestions, but sadly, I guess it's gonna be a robot in place of a sackperson.
2011-05-11 01:07:00

Author:
Unknown User


Mmm, is there a "range/power" option on player detectors, just like on tag sensors ? Maybe if there is, set to power and hook to a global score giver.2011-05-11 01:26:00

Author:
Unknown User


Well, that's one way to do it I suppose. I just dislike the fact of a bot simulating a player rather than the actual player in existence itself. You'd think they would have thought of specific players when resorting to survival... heck, it could be used even in some cases of a versus battle.

Thanks for your suggestions, but sadly, I guess it's gonna be a robot in place of a sackperson.
I agree I dont like using sackbots instead of real ppl either, but with the way the game is set up its sometimes necessary to achieve your desired effect.
2011-05-11 22:42:00

Author:
Bourne_
Posts: 33


You also could try inverting a player sensor and putting an AND gate with a timer on one end and another timer on the score for over time. Now time it to where the other part of the AND is on when the player fully pops in then gear the other timer to direction. So now it times the play to get in then when a sack is in, it activates the timer for poping in and the direction of the other timer to (lets say 5 seconds) give the player a score after 5 seconds. If the player dies in the 5 seconds, wire it to restart the pop in timer, the other timer will be automatic by its self and reset. Vwela!2011-05-12 01:56:00

Author:
robotixpro
Posts: 354


Giving a score to a specific player can be achieved by passing a signal to a score giver that carries player data. In this case you might achieve it by parking an AND gate in front of the score giver, hook a player sensor into one input and whatever event needs to fire all of this into the other input of the AND gate.

Though this is just one player sensor and one score giver (set to single player), all fired once, this should still give all players within range of the player sensor a score simultaneously. Obviously, when a player died before that event and did not respawn, he will not be within range of that sensor.
2011-05-12 14:09:00

Author:
Antikris
Posts: 1340


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