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How can I make a fully playable -Solo- level?
Archive: 6 posts
Hello! So far I have stumbled across a couple of very different ways to determine how many players are in your level, but how do I make it so only the first player can play the level? I know how to make it so if there's more than 1 player in the level, the game ends right there and then, but I've seen a few levels where the first player gets to play, while all the others (2 to 4) just watch. Any ideas? Thanks a bunch in advance! | 2011-08-27 23:19:00 Author: MonarioBabii Posts: 128 |
Have four controlinators. Have them all set to automatically sit. On three of them attach the same NOT gate to the eject port. On the first one (that will have the controls for the game), wire the activation output to that not gate. Now, if only one person enters, they always sit in the active controller, but if more come, they get sat in the inactive ones to wait while #1 plays. | 2011-08-27 23:37:00 Author: tdarb Posts: 689 |
You could use a controlinator to automatically pick up the first player and then kill everybody else while destroying the start gate. You'd have to avoid using traditional checkpoints, but maybe a sackbot disguised as the player and some checkpoint-lookalikes would complete the illusion. The method I've used is to have a cutscene fade to black and then plasmify the floor before the next scene begins. Since nobody is controlling her sackperson, only the chosen survivor makes it to the rest of the level. I've also tried having a close-level post that triggers when someone enters the level, thereby preventing anyone else from joining, but that only prevents additions to the existing group. Edit: The above seems to be a much friendlier, less homicidal approach. | 2011-08-27 23:38:00 Author: Uncuddly Posts: 237 |
Thanks for the responses @tdarb: The way I have the player counter set is 4 player sensors wired to a 4 port Selector, having the first sensor set to require 1 player, the second requires 2 players, and so on. No NOT gates involved :o I don't fully understand what you're telling me though. You're saying the first player would have to be always on a controlinator? | 2011-08-27 23:48:00 Author: MonarioBabii Posts: 128 |
for the way I described to work, yeah. Player 1 is in a controlinator. You could just have it linked to a sackbot set to look like the player. My last (and first i suppose) LBP2 level is an adaptation of a web based game. That was the way I handled multiple people coming in. Basically it keeps three controllers inactive until someone sits in the first one. Then it sucks the remaining players int inoperable controlinators. It may not work for what you are doing. | 2011-08-28 00:11:00 Author: tdarb Posts: 689 |
So basically, make the 2nd, 3rd and 4th ports of my selector wire to regular static controlinators (to their eject inputs), and have the "1st" controlinator be a sackbot set to look like the first player? If this is what you're saying, what should the rest of the controlinators do once all of this happens? Should I set them to follow the first player? or? | 2011-08-28 01:05:00 Author: MonarioBabii Posts: 128 |
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