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#1

Multiple players "buying" stuff?

Archive: 4 posts


Right, so I'm in the middle of a project, "Baxx - Survival Tycoon [1-4P]". (http://www.littlebignetwork.com/index.php?/topic/24009-yet-to-be-named-project/) And when I test it with a single player, the Score Sensor behaves normally. But it seems if there are two players, one who has the required points and one who doesn't, the Score Sensor stuffs up. How can I make the Score Sensor sense one player's points? I tried connecting a player sensor to the AND gate it is connected too, no difference...

I think they managed to fix this in a level called "Survival Soldiers", but how?

Also, I'm having problems with the "Controlled by nearest player" setting on Controlinators.
I know it can only be controlled by one player at a time. But when the nearest player moves away and there is a new nearest player, the new player can't activate anything.

This logic is frustrating me and I need help! Thanks!
2013-05-29 10:28:00

Author:
Buttarms
Posts: 142


All i can get from the top of my head is that if you want a call of duty style buying (where you go to a wall and buy a gun) connect a player sensor which is connected to a not gate which's output is somehow connected to the controllinator. If that's what you want to get for the controllinator part...2013-06-04 21:41:00

Author:
Ryanz19
Posts: 50


Short answer, you really cant from my experience. Not directly.

What I ended up doing was using a binary value system using signals:
Have a max value in mind for me it was 999

Then what you manage each point via signal strengths separate : when a signal reaches 10 set it to 0 and add 1 to the next, if the last one reaches 10, make it 9 dont continue.

then, all you do is have this value compared with the price value, and if it checks out, subtract and give. You then can remove the bubbles correctly.


if your confused, thats the best I can do to explain it really... I could mock up some diagrams to better explain what id did if you need them i guess.

Its all about digit values expressed as signal strength and then comparing prices with what you have one by one via signal value comparing.
2013-06-05 23:50:00

Author:
Unknown User


Unless the score sensor can detect a specific player's score I don't think you can make each player have their own currency. For the Controllinator you can make it eject the player after X seconds that way when you leave it while another player is standing there they'll be able to use the controllinator after it ejects.

...While posting this reply I just thought of something I never tried. Don't know if it'll work but try connecting a Player Sensor to the input of a microchip and set it's color to player. Set the microchip's color to player and then place a Score Sensor inside the microchip and set it's color to player too. Hopefully, if it works, the Score Sensor should change to the color of the player's pop it (which means it's detecting that player) when they activate the Player Sensor. I'm gonna have to try this when I get a chance.

Edit: Sadly the microchip doesn't change to your pop it color when it's activated by a Player Sensor with its color set to player. Don't know if there is anyway to change the color of the microchip to your pop it color. This also makes me think why it even provides that option when it doesn't work, unless there is some way to do it.
2013-06-06 04:36:00

Author:
stealthXG
Posts: 18


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