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Specific Controllinators for Specific Players

Archive: 12 posts


Hi guys, i have a MEGA project going on right now, and i need this to be answered!

I am looking to have a level with the 1st player controlling everything with his/her controllinator. The controllinator moves around, as is invisible, simply because it acts as a camera controller. but what if there is 2+ players? they need to move too, or the camera will not follow correctly and they will be visible.

My point is, if there are 2+ players, i want the 1st player to always have control, and the other players to each be in a separate controllinator with no power. I have been working on this for a long time and i would hate to have it ruined by something that can be simply fixed, but i don't understand how to do it.

Thanks for your help.
2011-12-01 02:25:00

Author:
xtremesackboy
Posts: 479


As far as I know there is no way to achieve this with a 100% success rate, but there are a "secret technique" which will allow you to get VERY close

A quote from this (https://lbpcentral.lbp-hub.com/index.php?t=54568-Tips-amp-Tricks-of-LittleBigPlanet-2!&highlight=tips+tricks) thread:

:star: If a player have several choices of Auto-Enter Controlinators available to him/her at the same time, you can set the seat priority by enabling the "transmitter" function on the seat and choosing a signal color. The signal color priority goes as: Blue, Purple, Pink, Red, Orange, Yellow, Green and finally Teal.

Further explanation: And if several players have one Auto-Enter Controlinators set to Transmitting (e.g. Blue) available to them at the same time, the player that spawned the first (usually Player 1, but not always) will enter the seat.

Combining these two features of Transmitting Auto-Enter DCSs, you can get close to exact control of which player goes into which seat
2011-12-01 10:08:00

Author:
Slaeden-Bob
Posts: 605


Thanks man, you rock!2011-12-01 23:36:00

Author:
xtremesackboy
Posts: 479


You can always connect the Activation output of the 1st player controllinator into the 2nd player activation input and the 2nd player activation output into the 3rd player activation input and so on... This means that 1st player must be there for the 2nd player one to activate and a 2nd for the 3rd and a 3rd for the 4th.. if that made any sense. This only works if the players come out of the level entrance in the correct order. It's what I use and it hasn't failed once for me.2011-12-02 02:09:00

Author:
Wolffy123
Posts: 406


A combination of these 2 will be perfect fit for my project! I cannot thank you guys enough!2011-12-02 03:33:00

Author:
xtremesackboy
Posts: 479


Active output from the first (automountable) controlinator to a NOT gate, to the deactivation input of the other 3 (automountable) controlinators. This will ensure that the first player that pops out of the entrance gets sucked into the first seat and takes control; the others will automatically take place in one of the inactive seats.

However, who that first player is (usually the host, but due to latency issues far from every time) cannot reliably be determined. Of course you can create some logic that decides to enable active player switching at the press of a button when more than one player is detected. For that you'd give each controlinator a different transmitter color; you then use a selector on the receiving object to switch between active receiving controlinators of separate colors.

This would however make the control section on that object a bit more complex. If you have multiple objects controlled by active player, then you may even want to use a proxy controlinator: this would be an offscreen object that has the selector setup on it mentioned above. However, no wires leading from receiving controlinators to anywhere. Instead, a transmitting controlinator sits next to them on the board set to an unused color. All controllable objects receive signals from this neutral controlinator. This should work, but if the neutral controlinator does not relay the incoming active player signal, try sticking it all onto a trapped bot instead. This is all speculative and I'd have to test it myself to confirm my advice, but go ahead and experiment.

Use a movie camera instead of a game camera to make sure that all players can see the location that player 1 is tracking.
2011-12-02 14:02:00

Author:
Antikris
Posts: 1340


If a player have several choices of Auto-Enter Controlinators available to him/her at the same time, you can set the seat priority by enabling the "transmitter" function on the seat and choosing a signal color. The signal color priority goes as: Blue, Purple, Pink, Red, Orange, Yellow, Green and finally Teal.

I tested this a while back, and it doesn't always work. The "chained activation" approach is more reliable (i.e. feed inverted 'power' from each controlinator into 'eject' of the next), and I think you can rely on the fact that the host always spawns first, although I believe the guests can spawn in a different order on each replay.
2011-12-02 19:48:00

Author:
Aya042
Posts: 2870


This works, but not 100% guaranteed to bring player 1 in control all the tome. I am doubting there is a single method that will actually work...2011-12-02 22:06:00

Author:
xtremesackboy
Posts: 479


I think you can rely on the fact that the host always spawns first

Sadly you can't, but hopefully future patches/instalments of LBP will remedy these controlinator issues
2011-12-03 11:34:00

Author:
Slaeden-Bob
Posts: 605


If we somehow bring it up to Mm, they can do something to either make controllinators settable for who accesses it, or who is spawned first.2011-12-03 15:13:00

Author:
xtremesackboy
Posts: 479


Sadly you can't...

Well, if that is the case, then the best option might be to allow any of the controlinators to control the game, either simultaneously, or exclusively with a hand-off system, when the player who currently has control can transfer the control to another player. A system like that means that none of these restrictions make any odds.
2011-12-03 21:08:00

Author:
Aya042
Posts: 2870


Whydpoes everything have to be so hard?2011-12-03 22:23:00

Author:
xtremesackboy
Posts: 479


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