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Weird behaviour with controlinator

Archive: 7 posts


I've encountered a strange behaviour with controlinators. You can recreate it like this...first place two controlinators on two blocks of material side by side. It doesn't matter whether they are touching or with a gap between them, or whether they are floating in the air or resting on the ground. Set them to a wide radius of entry and not set to auto-enter, but so that the "press triangle" prompts are visible. The first player to press triangle can enter from anywhere within the radius that was set, but the second player will now be unable to enter until they move a few steps past the point where the first player now sits in their control seat.

Has anyone else noticed this? Any way of working around it, so that two players spawning at a checkpoint can both press triangle to quickly enter their own controlinators without player 2 needing to reposition himself?
2012-03-12 19:30:00

Author:
Ungreth
Posts: 2130


Hi there Ungreth.
Its happening because the entering radius of the controllinators overlaps. The first controllinator entered takes presidence with the enter radius. So in order to enter the second controllinator the second player needs to be past the entering point of the first controllinator.

A way you could ge around this is the following...

Ok, say you have your two controllinators (DCS) set to have a large radius that covers the entrance, one for player 1 and one for player 2... try this example.

1. two dcs, one on a piece of holo panel, and the other on another piece of holo panel.
The one your'll use as first entery seat, place on iths chipboard the following- theoutput from the Controllinator ACTIVE into a sequencers input. Set this sequencer to loop=no, and a quick speed of around 0.6. On this sequencer place a mover with a l/r speed of 14.0 and strenght of 100.0. Further along the sequencer place a similar set mover with a l/r speed of 0.0.
2. Now position the two seat on 2 holo blocks' togeather. Place the first seats block slightly nearer the entrance (and players) than the second seat block (without logic on it)
HOW IT WORKS:-
When both players first spawn they will see both DCS seats (and the to 'enter triangles&apos The first player to press triangle will enter the seat with the logic on (as its ever so slightly closer)
When they enter however it fires the sequencer which moves player ones dcs to the right. It will keep moving until the sequencer fires the mover with zero speed and then it stops.
this is now far enough away from the second seat to make the second seat active for the second player to instantly enter.
You may just need to adjust timing and speed on the sequencer/movers to get the distance far enough away.
This is onw way. I hope it works for you.
2012-03-12 20:46:00

Author:
Sean88
Posts: 662


^ Thanks for the idea Sean, but it won't work in the context of my level. Both players need to enter the same single vehicle which has 2 fixed control seats.2012-03-12 23:19:00

Author:
Ungreth
Posts: 2130


Ahh.
Well...,I'm guessing then that both seats are really close togeather.
You could make the car have a labeled tag with a label like 'SEATS' on it
player ones dcs, is attached in place to the car, however, all other seats are placed on invisible holo or sticker panel. Each of these has a follower thats senses exactly the 'SEATS' tag on the car.
Copy the additional dcs seats as objects.
Now, on the original seat attached to the car, have it so when the player enters the visible seat, it detects the next player and emmits another dcs in place. Ensure that the dcs emmits a little behind the last one so you player 2 can enter it.

Be just as easy to have the seats auto enter when within radius.
Sorry if it didnt help though my friend
2012-03-13 00:59:00

Author:
Sean88
Posts: 662


If seat choice is not a priority then you can enable the second DCS as soon anyone enters the first, obviously using a NOT gate in the activation input of the first DCS connected to the Eject input of the second.
Umm...scratch that as well... because of this weird behaviour if both players approach the seats from left and the first activated is left then the second player has to approach the second DCS from the right to be able to enter and vice versa. lol

I never used 2 player gaming elements so i only had a go to see whats going on.
In my case it turns out also that the second player can only enter if he is positioned to the left(no matter how far) of where the first player now is (in the DCS). Pretty funny....or maybe not, but it doesnt break the game so we can live with it. lol
2012-03-13 10:21:00

Author:
zupaton
Posts: 167


Ungreth, you could use player sensors of which you have the radius pie-shaped. Invert them and wire each to the deactivation input of their own controlinator. Set the controlinators to auto-enter. Make sure that by entering the DCS, the player is still inside the hotzone of the respective player sensor else you may have built a very fancy sackapult.

EDIT: Oh, if you'd like to not auto-enter... ehm... Keep the auto-enter on the seat. Inverted player sensor to Nearest Player controlinator; wire its triangle output to the reset of an active one-shot counter. Have the counter wired to the deactivation input of the actual controlinator seat. Then, wire the control of that DCS that allows the player to bail to the input of the counter.

You may also want to deactivate the Nearest Player DCS while sitting in the actual seat so it won't interrupt. Wire the Active output of the seat through a NOT gate to an AND gate; the AND also receives the player sensor and outputs to the deactivation of the Nearest Player DCS.

Put a nice prompt on the Nearest Player DCS' triangle output.
2012-03-13 17:12:00

Author:
Antikris
Posts: 1340


Ungreth, you could use player sensors of which you have the radius pie-shaped. Invert them and wire each to the deactivation input of their own controlinator. Set the controlinators to auto-enter. Make sure that by entering the DCS, the player is still inside the hotzone of the respective player sensor else you may have built a very fancy sackapult.

EDIT: Oh, if you'd like to not auto-enter... ehm... Keep the auto-enter on the seat. Inverted player sensor to Nearest Player controlinator; wire its triangle output to the reset of an active one-shot counter. Have the counter wired to the deactivation input of the actual controlinator seat. Then, wire the control of that DCS that allows the player to bail to the input of the counter.

You may also want to deactivate the Nearest Player DCS while sitting in the actual seat so it won't interrupt. Wire the Active output of the seat through a NOT gate to an AND gate; the AND also receives the player sensor and outputs to the deactivation of the Nearest Player DCS.

Put a nice prompt on the Nearest Player DCS' triangle output.

I'll give this a try when I return from work in the morning. I would prefer not to use auto-enter, since I want players to be able to choose which position they occupy in the vehicle - ie: driver or rear gunner.

Edit: okay, I've just tried this and either I'm totally misunderstanding you or it simply doesn't work . As far as I can see, it doesn't even seem practically possible to wire things up in the way you suggested.
2012-03-13 20:13:00

Author:
Ungreth
Posts: 2130


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