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Questions about versus mode

Archive: 4 posts


It's probably a simple solution, but I've never tried out verses mode till now. I'm making a level where 1-4 players use a controllinator. How do I make it so each player can only die once, but everybody can play till they die, then once everyone dies, they all spawn at the scoreboard? I tried several different things last night. Most of the time, one player would not spawn at the scoreboard properly.2011-08-18 12:10:00

Author:
Brannayen
Posts: 438


You could use an inverted player in the area the spawn so when the players enter the DCS the inverted sensor triggers the scoreboard checkpoint. This would work if you use a moving DCS.

Another alternative would be to use a player detector to see how many players there are in the level. Then you could do the same with DCS's and AND the DCS output and player senors for each player amount. Then OR those four AND's. This method works very well.
2011-08-18 13:04:00

Author:
tanrockstan34
Posts: 1076


Here's what I had to do (passed on to me from comphermc)...

First, set each of the first three DCS's as follows: Run the DCS-Active signal (the PS button on the DCS microchip) into a NOT gate on it's own microchip, and then run that signal into the Player Eject input of the next DCS. Do this until all 4 are daisy chained together. What this will do is ensure that if only one player plays, he/she will get the first DCS; two players will get the first and second; etc. While this may not be important to your gameplay, it will be important to the second half of my solution, which I am reasonably certain will fix your problem.

I am guessing (based on what happened in my versus level), that your effective range for your DCS is wide enough to include the scoreboard. So even though you spawn at the scoreboard, the DCS's auto-mount feature is pulling sackboy back into it. The solution (and thanks AGAIN to comphernmc) is to add a timer at the start of the game (maybe 15 sec - and by 'start' I mean after everyone is seated in their DCS's) and wire that into an AND gate with the inverted active signal from the first DCS. Wire THAT into the player eject input of the first DCS. This ensures that once a player enters that first DCS, after 15 seconds of gameplay, if he/she should be ejected, they will not be able to re-enter it.

Now... this solution assumes a few things, most importantly that once a player enters the DCS they are intended to stay in it until the game is over / they die. If this is not the case, then I fear this may not serve you well. But give it a try. It's a pretty foolproof way of ensuring (especially if each player has his/her own arena) that Player 1-4 are mounted in their DCS's in an orderly fashion.

What was happening for me was: after a timed game, the timer would expire and everyone would go to the scoreboard, but one player would get sucked back into their DCS.

Sorry for the wall of text. Hope this helps.
2011-08-18 14:56:00

Author:
v0rtex
Posts: 1878


Use a widely available player number sensor so the game knows how many sackpeople are there. And everyone dies once, right? When they do, pulse a counter or whatever way it is you want to record a death, when the number of deaths matches the number of players in the level activate a game ender? Wouldn't something like that work?2011-08-18 15:16:00

Author:
Xaif
Posts: 365


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