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#1

Multiplayer Sackbot problem

Archive: 3 posts


The Scenario
've been building a versus level for a few weeks now, and I ran into a problem that I thought a player counter would solve...

Multiplayer sackbots, In other words. I want every player that enters the game, to have their own sackbot.

What I have done
So I created a player counter, using player sensors and a selector. I created all the HUD for each sackbot and their controllinators, After this I put a destroyer on all sackbots apart from player 1 (because there will always be 1 player obviously) I then wired up the player counter accordingly i.e
If only 1 player enters, then sackbots 2,3 and 4 are destroyed.
If 2 players enter, then sackbots 3 and 4 are destroyed.
And finally if 3 players enter then only 4 is destroyed.

The Problem
This works fine, but the problem is . . . Players spawn in a weird order, so it ends up being that player 2 is in player 4's sackbot, which happens to be deleted and it is all messed up.

What I need
So if anyone knows a good way of getting players into their correct sackbots without having to emit them . Please let me know, and let me know if i'm doing this the right way, it seems right to me. Thanks in advance guys.
2011-05-27 18:41:00

Author:
onaga666
Posts: 293


if you have the controllinators set to auto enter. just place sackbot for player 1 the closest. then sackbot for player two the second closest and so on and so forth. this should solve your problem.2011-05-27 19:10:00

Author:
Unknown User


babyface i actually went and helped him. we changed it to wireless logic and now he's emitting the sackbots.

i overcomplicated it just like you know i can
2011-05-27 19:52:00

Author:
shane_danger
Posts: 283


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