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Cinematic Logic: How do I make a logic that detects multiple players?

Archive: 4 posts


Hello, i'm trying to make a new kind of cinematic logic. That is...if somebody already invented it.

This logic i'm making detects if there are more than one player and adds them into the cutscene. This is designed so I can avoid "clones" since the costume selection sticks to the current costume other than reverting it. And speaking of costume selection, if I select the player's costume that I want to copy so that they're in it, what would happen if that "player" is not there? That would mean, I made a three clones because that designated player wasn't there. And no director wouldn't want that, would we?

That's why I used four controllinators to detect if there are 2, 3, or 4 players. All those controllinators automatic enter. The four controllinators will be set near the entrance, where the players will pop out. But, if the order gets mixed up, don't worry. Because the controllintor's active output will trigger the not logic to deactivate the auto eject input of the next controllinator, allowing another player to auto-enter it in the order I want to. The amount of players matter. So that's how I detect how many are playing with the host, up to a maximum of 4 players total.

But, there is a big problem found. The problem? It is the entrance. In order for the multiplayer logic to work, those players must get out of the entrance. But they will only come out if the camera is on it. But if that happens, it will make that "entrance sound" and that won't make the cutscene look good with that unnecessary sound effect. I tried using various methods to avoid this unnecessary sound effect. Camera hold time set to 0.1 on the entrance, white out (cover the whole camera with a white hologram block), nothing else works...

So, this is the only thing I can come up with...and i'm stumped. Is there any way to avoid that "entrance sound" so I can allow all the players to enter so that my logic will work? Or is there an alternative to this? Any ideas?
2012-03-30 01:14:00

Author:
Unknown User


4 player sensors and a selector... wire one into each input. Set sensor 1 to sense 1 player, 2 for 2, 3 for 3 etc it will cycle through the selector to include the number of players in the level... connect the outputs as desired... simples2012-03-30 01:40:00

Author:
ForgottenEnigma
Posts: 1414


As far as getting rid of the entrance sound, I'm pretty sure it's possible because I think I remember playing levels that do this. Maybe try a Global Audio Tweaker and turn down all of the sounds. You'll have to activate another audio tweaker afterwards to turn the sound back on. Not sure if this even works...2012-03-30 04:31:00

Author:
KnutsoPX
Posts: 116


As far as getting rid of the entrance sound, I'm pretty sure it's possible because I think I remember playing levels that do this. Maybe try a Global Audio Tweaker and turn down all of the sounds. You'll have to activate another audio tweaker afterwards to turn the sound back on. Not sure if this even works...
Turn off the World audio?? Now why haven't I thought of that? So smart I couldn't even see that...

Anyways, it works! Thanks. But does anybody have other opinions?
2012-03-30 06:33:00

Author:
Unknown User


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