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Black Points Problem
Archive: 10 posts
I have encountered a bit of a problem that I am sure some of you are aware of... Black points being displayed instead of the normal points. Black points do not add to the score, which is bad because I need to have the sackbot earn points for tagging another player in my Seek 'n Tag levels. This has been a problem for 6 months now and I am surprised that it is not fixed yet. This is one of those things that should be on the top of the "fix list". In my certain case, I have tried so many work arounds, but it cannot be fixed on my end. Anyone know of any work arounds that I could try? It might be one I haven't thought of. | 2011-10-12 12:16:00 Author: Unknown User |
You could go here to see if anyone else has that same problem, has a solution or alert them to the problem. http://getsatisfaction.com/littlebigplanet | 2011-10-12 21:26:00 Author: Lady_Luck__777 Posts: 3458 |
I am already an avid member there... One of the more known members. Thanks though | 2011-10-13 13:38:00 Author: Unknown User |
By points...do you mean point bubbles? or just the +10-100 you get from a score giver? | 2011-10-13 14:22:00 Author: Valeview Posts: 1581 |
From my understanding, the black points problem happens only when you give points to "Just You" -- conditions to award the points are met, but somehow the intended player fails to meet conditions to receive the points. Anyway, it's a definite and noticeable quirk. Consistent fix: Award points to all players. Heh heh. That gets rid of black points. But it's hardly a good solution for versus levels! PROPER IDEA #1 Am I right that all the point-giving logic is wired to the sackbot? If you are able, you might modify it so that it triggers a tag instead, sending a signal back to each controllinator for each player. Each controllinator can have one or more AND gates to ensure 1) a player is in the controllinator and 2) the sackbot has triggered the tag. Then make the points award right there, from the controllinator, instead of from the sackbot. If you're spawning identical sackbots from all four controllinator seats the logic could be pretty complex, but if you've got a specific type connected to each controllinator only slight color modifications are necessary for each. See if that does the trick! | 2011-10-13 17:47:00 Author: Unknown User |
the game only keeps count of players scores, so it won't save the points you are trying to give to the sackbot, thats why they come up black. you'll have to make some logic up to keep score for the sackbot, a simple counting system should do that very easily. | 2011-10-13 17:50:00 Author: Skalio- Posts: 920 |
Have you tried putting the point-activating signal and the "Controlinator Active" signal through an AND gate and having that trigger the score giver? From what I remember, score givers give invalid points if there's no ownership data in the signal, and I think all Controlinator outputs include ownership data. | 2011-10-14 19:49:00 Author: Blue Helmet Posts: 306 |
I tried all the ideas you have given... Still having issues. Hmmmm... | 2011-10-16 13:24:00 Author: Unknown User |
This comes up quite often - here's a few quotes from some of my previous posts on the subject... The "black score" thing is not really a bug - it's just the game's way of telling you that you're using a Score Giver set to give the score to a single player only, but you haven't specified which player to give it to. This is done by a signal/object ownership system which is fairly complex, and I don't think there's a particularly comprehensive guide about it anywhere. The closest thing is probably this thread (https://lbpcentral.lbp-hub.com/index.php?t=48588-Observations-about-player-data-and-logic-gates). Player data originates from the Sackpeople in the level. Whenever they perform certain actions which affect the state of certain logic components, those components 'remember' which player it was. A simple example might be connecting a grab switch to a piece of hologram set to "Player Color" - the hologram will change to the popit color of whichever player grabs the switch. As the logic between the source and the sink of the data becomes more complex, the way in which the components are wired can make a difference. In some cases, that data can be lost, or when the logic depends on the actions of multiple players, you might get the wrong player signal at the end of the chain. It gets even more complicated when dealing with emitted objects. IIRC, the player data which was in the signal which triggered the emitter is passed on to some of the components in the emitted object. Like I said, it's pretty complicated which is presumably why there's no definitive guide to this aspect of the game. However, the "active" output of a Controlinator is a useful place to source that data from, because it's always active as long as a player is occupying it, so if your players are always in Controlinators, then a technique similar to the one I mentioned in a previous post (https://lbpcentral.lbp-hub.com/index.php?t=55558&p=834190&viewfull=1#post834190) ought to work. Also, take advantage of the fact that hologram set to "Player Color" tells you the color of the player data signal which is being fed into it - it can be a useful tool when trying to determine where the data is being lost. You can transfer the "player data" signal through a tag. Do something like this... Connect the Controlinator's 'PS button' output to a Tag, and label it something like "Player 1 Active". On the emitted object, add a Tag Sensor set to "Signal Strenth" and choose the same label. Connect the output of the Tag Sensor to input #1 of an AND gate. Connect whatever wire you previously used to trigger the Score Giver into input #2 of the AND gate. Finally connect the output of the AND gate to the Score Giver. It's imperative that the signal with the correct player data is fed into the first input of the AND gate, otherwise it won't work. See this thread (https://lbpcentral.lbp-hub.com/index.php?t=48588-Observations-about-player-data-and-logic-gates) for more info on the behavior of player signals which go via logic networks. | 2011-10-16 23:33:00 Author: Aya042 Posts: 2870 |
Got it working!! Thanks for the help!! | 2011-10-19 19:14:00 Author: Unknown User |
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