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Controllinators

Archive: 3 posts


Is there a way to make a controllinator activate only when there is need for it?

I have a single player game. What i am thinking is that I have the main controller for the player. Then, if there is a second person, they jump in the second one, and third, and fourth. None of the other three do anything except give the player a spot to sit.

As it is, when I start the level it seems to be a crap shoot which seat gets filled. I tried placing the three xtras further away, but there seems to be some pecking order that I have missed.

Thanks.
2011-08-24 22:43:00

Author:
tdarb
Posts: 689


The following technique has worked flawlessly for me (thanks yet again to comphermc for this). On the first/main controllinator, wire the Active signal (which is mapped to the PS button) to a NOT gate and send that signal to the Player Eject Input of the 2nd controllinator. Now repeat this - invert the active signal of the 2nd (using a NOT gate as described earlier) and wire it to the Eject of the third, then wire the third to eject the fourth. The fourth you can just leave as is.

So now... only the 1st controllinator will be usable with one player. Once a player enters it, the second will become available, and so on. Works for any number of 1-4 players.

Hope this helps!
2011-08-24 22:56:00

Author:
v0rtex
Posts: 1878


ahhh...very clever. that would do it. thanks!2011-08-24 23:04:00

Author:
tdarb
Posts: 689


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