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#1

Forced Player Colour

Archive: 12 posts


Hello, I've been having some trouble lately with player colours appearing as the opponent's colour instead of your own. I think I read once that you can fool the game with logic to "force" a player colour from a specific player, but I searched and can't find it, and for the life of me I can't figure it out. Some insight would be greatly appreciated; though this is only a minor issue in my level, it's still frustrating beyond belief.

Basically the player shoots a shot, which hits a player, which reduces and shows their health for 3 sec. The health (hologram) traces the bullet back to the player who shot it and changes the health to their colour. I want it to stay the colour of whomever it belongs to.

Thanks in advance for any assistance.
2011-08-20 04:14:00

Author:
xero
Posts: 2419


I think that if you add an AND gates wired to an OR gate between the heath bar and the damage sensor(impact sensor-AND-OR-Heath)and wire the active output of the enemy controlinators into one AND gate it will change to that players color. But every player would need a different tag and three damage sensors.2011-08-20 04:39:00

Author:
Zero10100
Posts: 385


Still no luck. It doesn't seem to work.2011-08-20 07:53:00

Author:
xero
Posts: 2419


I'm a little confused, but here's a possible solution.

You want the enemy to flash the colour of the person that shot him? Each player would need to have their own projectile. This projectile would have a tag (eg: hit), coloured based on the player that shot it (eg: blue, red, green, yellow). This would activate a MC for a controllinator that responds to the player's controllinator. Output the power signal to an AND gate and then into a 4-input OR gate (for each of the other players), and output into the hologram.

If that's what you wanted, it should work.
2011-08-20 08:00:00

Author:
SSTAGG1
Posts: 1136


I'm a little confused, but here's a possible solution.

You want the enemy to flash the colour of the person that shot him? Each player would need to have their own projectile. This projectile would have a tag (eg: hit), coloured based on the player that shot it (eg: blue, red, green, yellow). This would activate a MC for a controllinator that responds to the player's controllinator. Output the power signal to an AND gate and then into a 4-input OR gate (for each of the other players), and output into the hologram.

If that's what you wanted, it should work.

Unfortunately, that's not what I want at all--that's basically what's already happening (only I'm talking about a health module appearing, not the player flashing).
2011-08-20 08:37:00

Author:
xero
Posts: 2419


So you don't want it to change color? Sorry I thought you did want it to.
Add an AND gate before the timer and wire the controlinator's Active output into the AND gate. That should replace the enemy's data with the owner's.
2011-08-20 09:25:00

Author:
Zero10100
Posts: 385


Unfortunately, that's not what I want at all--that's basically what's already happening (only I'm talking about a health module appearing, not the player flashing).
Those MC's with the controllinators are on the enemy btw. This should turn the hologram you use to display health whichever colour that is used by the player that shot them. The player doesn't flash.

...

EDIT: Nvm, now I've very confused
2011-08-20 09:57:00

Author:
SSTAGG1
Posts: 1136


i think itd be cool to give indication of who shot you in this manner tho if you wish this not to happen. slap an and gate down right b4 holo input and take damage sig and your ownactive output on your dcs this will transfer your player data2011-08-20 18:17:00

Author:
Unknown User


i think itd be cool to give indication of who shot you in this manner tho if you wish this not to happen. slap an and gate down right b4 holo input and take damage sig and your ownactive output on your dcs this will transfer your player data
I've tried this and for some reason it still took priority over the player who shot the bullet.
2011-08-24 22:00:00

Author:
xero
Posts: 2419


hmm...invite me...ill take a look at it2011-08-31 19:15:00

Author:
Unknown User


try an and gate and the controlinator's "someone is inside this controlinator" output as one output and the bullet sensor as the other output2011-09-01 04:46:00

Author:
Unknown User


try an and gate and the controlinator's "someone is inside this controlinator" output as one output and the bullet sensor as the other output

As mentioned in one of the previous posts, I already tried that to no avail. However, I may have a proper solution involving analog signal manipulation. I'll attempt it and give you a verdict.
2011-09-01 06:03:00

Author:
xero
Posts: 2419


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