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Controllinaters: "Controlled by nearest player" option

Archive: 7 posts


Hi, I have a level that is best 1 player since "controlled by nearest player" option is activated on controllinaters but at the same time I really don't want to have to force a 1 player option nor do I want to use sackbots. The controllinaters with "controlled" by nearest player" option activated react strangely as in they are not really controlled by the nearest player but the person that spawns first or something like this so the control alternates between players if there are more than one depending on who dies & when & where & so on.

So my question is, what are some good suggestions of what to do in this case scenario? My optimal result would consist of being able to allow multiplayer & not too much hassle with this issue so people can have fun with their friends. Any help or suggestions are appreciated. Thank you.
2011-09-25 11:03:00

Author:
LFiers
Posts: 161


Hm...the way you put it here seems harder than what I figured out via twitter.
And it makes me think that it's not a classic platformer.
2011-09-25 14:23:00

Author:
OmegaSlayer
Posts: 5112


So, you want the players to be able to decide who drives, is that it?2011-09-25 14:27:00

Author:
CYMBOL
Posts: 1230


So, you want the players to be able to decide who drives, is that it?

Well yeah, if there's any sort of formula that can help dictate which player is in control of it that'd be great but I dont want to use sackbots.


Hm...the way you put it here seems harder than what I figured out via twitter.
And it makes me think that it's not a classic platformer.

It is a classic platformer for the most part, no sackbots or any of that just traditional platforming with some things I wanted to do since LBP1. Maybe I should just used the recommend 1 player option but not force it. I'm sure most players are smart enough to figure out that "controlled ny nearest player" option is slightly flawed and they themselves can work out who us in control at any given time & not just boo the level like it ky fault... What do you think?
2011-09-25 14:49:00

Author:
LFiers
Posts: 161


So, like 4 options. Player 1 player 2 player 3 and player 4. then you can tweak those to yes or no so you could have player 2 & 3 control something while player 1 & 4 control something else. I think this is a great idea!2011-09-25 14:53:00

Author:
StaticLinuxpro
Posts: 482


Unfortunately, I don't think you'll be able to toggle between users. Even using player counter logic, you won't be able (that I know of) for LBP to distinguish exactly which player, otherwise you could toggle control to others players if they wanted.

Only other option is giving a player the option to toggle through controllinators. Kind of like controlling 2-3 sackbots and switching between them.

You probably could figure something out, but in the long run, it might be a time consuming process for a function that might be a little confusing for the players. Remember, players don't read instructions, so there is a good chance your good intentions to provide now options, could make something simple, more complex. I think people are used to how LBP works and don't think you'll get boos based on this issue.

Good luck.
2011-09-25 17:00:00

Author:
CYMBOL
Posts: 1230


Well, there are ways to influence which player gets control, but might be tricky to completely automate it. Check out this thread (https://lbpcentral.lbp-hub.com/index.php?t=57239-Nearest-Player-Controlinators-How-Do-They-Work).2011-09-25 20:37:00

Author:
Aya042
Posts: 2870


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