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Scoreboard help (not game completion scoreboard) :(

Archive: 14 posts


Hi guys,

I am looking to make a football score board so that when someone scores a goal, the score on the display changes. How can I do this? All I really need is to have numbers that go up when the ball explodes, but I don't know where to start.

Any help, greatly appreciated!!!!
2011-05-16 21:56:00

Author:
Unknown User


Go Here! (http://www.youtube.com/user/LBPlanetorials#p/a/u/1/9Ld3DNKNrV8) Its a lot easier then me trying to explain how to do it. If you want it to go by 7s or 6s for each touchdown, then just attach it to 7, 14, 21, ect. rather then 1,2,3. If your balls are being spawned you will have to change some things, if you still need help just let me know.2011-05-17 00:11:00

Author:
Bourne_
Posts: 33


Oh sorry, I forget this is an american forum. I'm actually making a soccer game.
Yeah, I have an emitter for the balls, so that when a goal is scored, the ball is back in the centre circle. How would that affect it?

Edit: Ok that tutorial was most helpful. Thanks!

My problem now is though, I am using an emitter to create the soccer balls. How would I create the required balls that have the a different number of tags?

If its possible, could someone come online and help me out
2011-05-17 08:23:00

Author:
Unknown User


Ok do your sensors like in the tutorial, but dont invert them and put them on a hallow box, then have the ball when it scores, trigger and emitter that emits into that box that you have your counter sensors on.

So a goal is scored, the emitter emits off screen say a block with a green tag on it and drops into the box, the 1 green sensor triggers the 1 on your scoreboard. Another goal is scored, so there are now two objects emitted in your box then your sensor that requires 2 triggers the 2 on your scoreoard. You will have to have the 2 sensor disable the 1 sensor too, like in the tutorial. If you still need help just add me ^^
2011-05-17 12:37:00

Author:
Bourne_
Posts: 33


I figured it out. I just used a selector (doh!)
This is the best soccer level I've seen by far, so really looking forward to publishing it. Just need to figure out the finish now
2011-05-17 14:19:00

Author:
Unknown User


hahaha, a selector, so simplistic. Some times we over complicate things ^^2011-05-17 21:38:00

Author:
Bourne_
Posts: 33


Indeed!

Just wondering. Is there anyway to have a sackbot control a controllinator when he gets close to it?
There doesn't seem to be the option...unless I'm blind
2011-05-17 22:14:00

Author:
Unknown User


I am pretty sure if you just put automatic enter it will hop right in there. If not you could maybe put a tag sensor on the controllinator and the tag on the sackbot. (Oh MAKE SURE your sackbot has the "able to use controllinator" turned ON) lol2011-05-17 23:02:00

Author:
Bourne_
Posts: 33


Sorry.

What I mean is, I have my character control the sackbots. I want the sackbots to control a soccerball. Is there anyway to set it so that the sackbot only controls the ball when he is next to the ball. My current setup is to have controllinator receivers attached to the ball, and controllinator transmitters to the sackbots, but that means that players can kick the ball when its miles away from them which is my problem.

Can anyone advise please.

Thanks.
2011-05-17 23:06:00

Author:
Unknown User


Add a tag sensor and choose its range, put the same sensor on the sackbots, then for whatevever logic you are using to have them kick the ball, put this tag sensor into an and gate, then switch ur logic to this and gate as well. So they can only kick if they push kick and are within a certain range. Make sense?2011-05-17 23:32:00

Author:
Bourne_
Posts: 33


No haha! I'm really clueless! Perhaps you could help tomorrow if you are online or something?2011-05-17 23:45:00

Author:
Unknown User


Yah just add me, and I will try and help ya out.2011-05-18 05:34:00

Author:
Bourne_
Posts: 33


I added you. Let me know when you are on 2011-05-18 15:37:00

Author:
Unknown User


You can set a DCS (controlinator) to Nearest Player (instead of Normal, Transmitting or Receiving). However, the way I now understand it works is that it does not have a sensitivity range and stays locked on the player who first triggered it until destroyed.2011-05-18 17:47:00

Author:
Antikris
Posts: 1340


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