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2 sackbots 2 different checkpoints help

Archive: 5 posts


Ok so I have a pretty neat idea that requires the use of sackbots. Specifically the use of two. I want to have them be able to enter their own sackbot (player1 and player2). Which is simple enough with the auto enter option right? But how do I force specific player 1 into sackbot 1 and player 2 into sackbot 2. The other issue is when they die I want to have them spawn from their own check points, as they will be using different routes in the level. Lastly, it's a cooperative level so how can I ensure a camera follows each player. So one can be ahead of the other without interfering with the other? I Realize this is a lot, was more or less hoping to be pointed in the right direction via tutorial or thread. Thanks 2013-01-31 00:41:00

Author:
KingerBrocku
Posts: 45


Ok so I have a pretty neat idea that requires the use of sackbots. Specifically the use of two. I want to have them be able to enter their own sackbot (player1 and player2). Which is simple enough with the auto enter option right? But how do I force specific player 1 into sackbot 1 and player 2 into sackbot 2. The other issue is when they die I want to have them spawn from their own check points, as they will be using different routes in the level. Lastly, it's a cooperative level so how can I ensure a camera follows each player. So one can be ahead of the other without interfering with the other? I Realize this is a lot, was more or less hoping to be pointed in the right direction via tutorial or thread. Thanks
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Hi there.
1.- Set up a sackbot seat arangement.
Eg- Create a poiece of invisible hologram and place a controllinator on it. On this controllinator place a green tag labelled PLR1. Also set the controllinator to transmitter, auto-enter and a huge radius (wide enough to cover the entrance/checkpoint gates (about 3000). also on this controllinator, place a follower. This should be set to detect a matching tag on player ones sackbot (so it will follow only that sackbot), so set the follower to-
detect radius 3000, speed 100, strenght 100, and detect tag to a blue tag with no label. Lastly, create a sackbot. On this sackbot, place the blue tag (so the follower on plr ones seat can exactly follow this sackbot), also place a controllinator, but set this to Reciver, and detect tag- gren tag labelled PLR 1.
Repeat the whole process for second layers controllinator and sackbot setup, just replacing the tags and tag recivers to detect player 2 instead. (so on plr2s transmitting seat it detects a pink tag on other seat on plr twos sackbot reciver seat, the followe looks for a matching green tag on seconbd sackbot labelled PLR2.

2.- Place a GAME CAMERA on each sackbots base chip, set to follow 100 percent strenght (although this setting isnt that important as the camera view will be specific for that players sackbot/ view. The level now needs to be set from COOP to VERSUS (6 or 7/7 on tools menu)).
THis gives each camera there own camera view.

3.- The last is not so easy, as there is still no way to recognise individual sackbots. I havent really tried a work around, but if you invite me in game, i will try to figure it out.
Hope the rest helps though
2013-01-31 11:50:00

Author:
Sean88
Posts: 662


since you're using sackbots, you could use emitters instead of checkpoints. That way you'd have more control over it.2013-01-31 12:03:00

Author:
Brannayen
Posts: 438


Ok so I did the old holo trick with my sackboy following a sackbot. I've also set up each sackbots own emitter checkpoints. My issue now, and one that others have run into before me, is that this must be a coop level as I need to combine scores. Essentially the game is limited and coop does not allow separate cam option and therefore a player might die when off screen. My question is, is there a way to set up a smooth camera that will follow both players. Or if I do use versus has anyone developed a scores system with score givers that would also give multipliers? And somehow combine versus scores. I realize this is likely impossible2013-01-31 14:32:00

Author:
KingerBrocku
Posts: 45


Hmm. OK heres an ikdea. place a 1 layer piece of invis holo (about 2x2 small grid squares) and on it place a microchip. On this chip place an impact sensor connected to a tag labled ' Group Score'. now, elsewhere on the level have a tag sensor set to max radius. Set the tag sensor to a timers reset tab. Have the timer set to max time and current time of 0.1 and invert it. Have the timers output go to the score giver. Set the level to VERSUS

I havent tfried this so it may not work. My thinking being-- Instead of player collecting individual score bubbles, they would collect these instead.
Every time on is collected it fires the 'Group score' tag and vanishes. This will register with the tag sensor giving a score. As its only scoring from the 'Group score' tag it will give a general score, and not for any particular player that collects it.

Again, this may not work as havent tested it, but its an idea to try.

Hope you solve the problem
2013-01-31 21:53:00

Author:
Sean88
Posts: 662


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