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Score Giver woes
Archive: 6 posts
Here is the scenario: Two players on opposite sides of the screen with cannons that fire bombs. A wall divides them. Above each player are sackbots on platforms. Above player one, the sackbots are wearing player one costumes. Above player two, the sackbots are wearing player two costumes. Each sackbot has a piece of hologram material which follows the sackbot, with an inverted tag sensor. When the sackbot is destroyed, the tag sensor activates a sequencer on a microchip attached to the hologram material. This has a score giver, followed by a destroyer (to remove the hologram material from play) The aim of the rather simple game is for each player to fire over the wall, and blow up the opposing players sackbots. The problem: (Can you see whats coming...) Player one fires over the wall. They hit a sackbot dressed as player 2. Its destroyed. Player 2 (rather than player 1) gets the score. And vice versa. I've dabbled with wiring the active controller port to various things, and fiddling with tags, but have started getting frustrated. Do any more experienced creators have some solid tips I can try rather than me continuing to fumble in dark. Cheers Mr C PS: As an aside, I still don't know why MM don't allow you to define which player to assign a score to on a score giver. 1 in every 2 times when you need to activte one (especially on 2-player only games) you know if it's activated which player should get the points. [Grumble, mutter, sigh] | 2011-08-23 19:34:00 Author: Unknown User |
Hmm, try this: When the sackbots are killed, the holograms turn on a tag and then are destroyed. The cannons would sense this tag, then activate a score giver in them. | 2011-08-23 20:56:00 Author: Unknown User |
So, wire the inverted tag sensor on the hologram to a 'score' tag to activate it. Will it be enough for the 'score' tag sensor to be on the cannon that the controlinator is on? Only way to check is try I guess Will give it a bash tomorrow. Presume I could wire the controlinator to an AND gate also with the 'score' tag sensor to also help it along...yeah, roll on tomorrow evening Thanks - will update the thread if get this working | 2011-08-24 00:51:00 Author: Unknown User |
A simplified variation on using tags could be... place a very large Tag Sensor that detects and gives a score when there is only one Tag (sackbot) on the playing field, and give a one-shot score that way. If there are two or more Tags it stops/resets. This way, only the remaining player receives a score? EDIT ah I see, you have multiple sackbots. I thought it was 1-on-1. | 2011-08-24 01:57:00 Author: Unknown User |
Having a wide-scanning tag sensor does seem like a good concept, though. For example, if you know there are at most five sackbots per player you can make a sensor that requires five to be active and give score when the number of tags drops. If the sackbots are finite, you could use a series of progressively more lenient tag sensors tied to a selector to ramp things up as the bot supply dwindles. If the sackbots respawn, you could adapt that to detect combos or kill streaks for extra points. Exploiting the tag sensor's multiple tag option and the selector's preference for higher ports seems pretty promising for this sort of thing. It's definitely worth a ponder! | 2011-08-24 04:25:00 Author: Uncuddly Posts: 237 |
You can actually select wich player gets points as long as the players are in a controlinator. Have them set as transmitters, and give every player his own color. Now on player 1's sackbot/holo put a reciever for player 2's color (just don't have it do anything to the bot). Put a score giver on the circuit of the reciever. Now when you want points to be given have it activate the score giver that's on the controlinators reciever and the color its set to that player will get the points. Hope this helps. | 2011-08-24 06:15:00 Author: Tricky Posts: 46 |
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