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Multiplayer Top down CAMERA HELP

Archive: 5 posts


I have the sackbots sitting on a controlinator for top down view. While the player is on invisible hologram material in a controlinator that is following the sackbot that is sitting on the cotrolinator. In play mode the sackbot is visible and the player isn't. This will be the case for all players whether its one player or four players. What I'm trying to do is make it where if multiple players are playing and one goes out of range how do I get it to where the player will spawn(Emit a sackbot) at a "Checkpoint" when the other player gets close enough to it, instead of the "5 second" count down showing up. Since the "5 second" countdown will eliminate the other player when its to far away and it being a top down level I will only have the player game entrance gate and no checkpoints. I have cameras through out the level with changing "zoom in" and "zoom out". I didn't find any tutorials on the community for a MULTIPLAYER top down level. The only level I see on the community using MULTIPLAYER top down is the Frozen Flame series. (Created by Felkroth)

http://www.youtube.com/watch?v=scYoMo-m4yY

In that video it only shows 1 player, but the level can be played with up to 4 players and not have the issue I'm needing help with.

The attached image is my set up.


My PSN name is Will-IAM

Thanks everyone for the feedback. I posted a video on You Tube to show what I'm talking about. That's me and another player on my PS3 showing the timer when someone goes out of range. Sorry if the quality is bad I recorded with my phone.

http://www.youtube.com/watch?v=grsAuDUBrKA&feature=youtu.be
2012-07-22 05:25:00

Author:
Unknown User


I haven't done any experimenting with this. I'm guessing you already have your own custom checkpoint system, which is excellent. This is pretty basic and stuff, but since 15 others viewed this thread and haven't attempted to help, I might as well. You could use a system with unique tags and tag sensors on each of the four sackbots, where if players 2, 3, or 4 travel too far away from player 1 they'll die and respawn, and try to expand on that.2012-07-22 14:44:00

Author:
BIGGamerer
Posts: 182


You could set something up so when a player goes out of range (use a tag sensor to sense how far away the other players are), have the player's sackbot destroy, and default to following one of the other players till they reach a checkpoint, where you can have the new sackbot emit and the player can resume control.2012-07-22 15:11:00

Author:
Brannayen
Posts: 438


So, if I understand this correctly, you want to have a player + controlled bot instantly disappear when walking out of range of other players? If this is a coop level, the default game camera should already take care of trying to keep all players within view; you can fiddle with this a bit in the global settings, I recall.

So try to find out what the maximum range is between players for the 5-second suicide to occur: two bots, each with a tag and long range (5000) tag sensor set to measure tag distance; wire the sensor to a signal probe and test the suicide in play mode; the fraction that the probe displays when the effect occurs is to be multiplied by 5000. However, the range may be way less in case 4 players are equally spread out, so take the resulting distance (i.e. 0.200 * 5000) and divide that by 3 (imagine that at the max distance between two players, two others are standing in between them).

With a tag sensor set to that range, invert it and let it activate a destroyer on the bot and the follower block - it should kill the player that is seated on it. Create logic at ordinary checkpoints that create a new bot + follower block at the presence of a player (maximum emitting the total number of players).
2012-07-23 12:22:00

Author:
Antikris
Posts: 1340


Lol you lost me. Is there a level or You Tube video explaining this? It is a coop. I'm not sure what you mean by, " the default game camera should already take care of trying to keep all players within view" and everything that comes after that. When I'm playing on my own PS3 with someone else the "5 second" countdown triggers on the level I'm trying to make. If you get the chance to play the Frozen Flame series with someone else on your PS3 it will probably explain the problem better than me.2012-07-28 04:51:00

Author:
Unknown User


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