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Player Count Sackbot Emit
Archive: 5 posts
I'm wanting to do a detect player count sackbot emit thing like the one in The Perfect Challenger by mgm-diver-xh7. But I'm not using the sackbots for player to play as like he does, just to see, and each looks like the player. In his level when you start you see 4 white boxes and depending on how many players are playing the level there is one sackbot for each player resembling the player inside each box. I know how to get sack bots to look like player 1, or player 2, and so on. But in his level, the level only emits a sackbot for however many players are playing the level. So if 3 are playing, the first 3 sackbots emit in the first 3 boxes resembling each player, while the 4th box stays empty. I'm also wondering if they even emit. He might have it where they are all hiding behind a black holo background but inside the radius of the white box, and move out to front depending on player count, as in no emitters required. Please help! I'm just wondering how to do this, like how the game knows whether to emit player 1 sackbot only, or player 1 and 2 sackbot only, and so on up to 4. Just text search creator name. He only has a couple levels and The Perfect Challenger is right under his profile picture. | 2012-05-31 23:31:00 Author: Hana_Kami Posts: 393 |
This is likely done using Player Sensors set to detect how many players there are. The first Sackbot is emmited by default, the second is emmited by a Player Sensor that only activates when there are 2 players, and so on. That should be all there is to it, if you want to do anything where certain things reflect the player count. This seems like a really simple answer. I hope I'm not overlooking part of the question. | 2012-05-31 23:55:00 Author: Ostler5000 Posts: 1017 |
I thought player sensors can only detect how many players are playing the level. I didn't know they could detect who is who of those players. Or do you mean have 3 player sensors at entrance and have one set to detect 2 players and wire it to the emitter that emits the player 2 sackbot, and a second one set to detect 3 players and wire it to the player 3 sackbot emitter, etc? Is that what you mean? | 2012-06-01 00:09:00 Author: Hana_Kami Posts: 393 |
Or do you mean have 3 player sensors at entrance and have one set to detect 2 players and wire it to the emitter that emits the player 2 sackbot, and a second one set to detect 3 players and wire it to the player 3 sackbot emitter, etc? Is that what you mean? Yeah, that's what I was getting at. However, I just opened up the level, and it looks like this system is probably a little more complex than I initially thought. Given he uses a menu, it's unlikely that he's using the 'Copy Player No.' costume setting. It's more likely 'Copy Owner' which uses player signitures like Score Givers and such. Odds are the Controlinator players are in passes player signitures to the emmiter(s) and that's how you wind up with Sackbots always using the correct costumes. | 2012-06-01 00:19:00 Author: Ostler5000 Posts: 1017 |
Well that's okay because my level doesn't use a menu system. I just wanted to know how to get sackbots for each player to emit for only certain players at a time. Thank you for the help. It worked. I tested it multiplayer and it works great. Easier than I thought it would be. I thought I would have to use some kind of and/or logic system to the emitters, lol. | 2012-06-01 01:13:00 Author: Hana_Kami Posts: 393 |
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