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Player Score Sensors?

Archive: 4 posts


I'm working on a game that may require some kind of save data transfer between linked levels to maintain thing selected in the previous level link. Being that score is the only thing i know of that transfers through level links I want to use points. Being the fact the game is Verses I need individual score sensors to give each player what ever the points represent. In this game the points save the character selected. The linked level is the map you wanna play on. I want is to open the map and find who has what point and give them the character for those points.

If this is not possible is there a way around it but still using level linking?
2013-09-21 22:18:00

Author:
Okami
Posts: 44


Hi Okami,
I never used any sort of transfer-between-level system myself, but if score does transfer, what you could do is put a microchip on the entrance gate of each new level link, so that when a player enters a level they trigger the microchip.
Have each playef spawn into an invis seat on entering a level link.
On the microchip you put on the entrance will be where the particular players bot logic will be.
On paper, write down what points give what character. (eg. 700 pts = a knight).
If say, you will have 7 classes, you should have 7 ports on a selector on the microchip.
Wire a core sensor into each ports input and the respective one shot emmiter to that ports output (eg- a score sensor for 700pts would wire to the selectors port 7 input, an emmiter (emmiting 1 knight) is wired to port 7's output.
Each emmited character will need 4 sets of logic responding to the particular tag on that players seat.

Sorry if thisc isnt great advice buddy, as I'm not nar the game at the moment... I'll try, if i can, to get on later and work out an idea or two.
But this may be an idea to get you started.
2013-09-24 11:09:00

Author:
Sean88
Posts: 662


Hi Okami,
I never used any sort of transfer-between-level system myself, but if score does transfer, what you could do is put a microchip on the entrance gate of each new level link, so that when a player enters a level they trigger the microchip.
Have each playef spawn into an invis seat on entering a level link.
On the microchip you put on the entrance will be where the particular players bot logic will be.
On paper, write down what points give what character. (eg. 700 pts = a knight).
If say, you will have 7 classes, you should have 7 ports on a selector on the microchip.
Wire a core sensor into each ports input and the respective one shot emmiter to that ports output (eg- a score sensor for 700pts would wire to the selectors port 7 input, an emmiter (emmiting 1 knight) is wired to port 7's output.
Each emmited character will need 4 sets of logic responding to the particular tag on that players seat.

Sorry if thisc isnt great advice buddy, as I'm not nar the game at the moment... I'll try, if i can, to get on later and work out an idea or two.
But this may be an idea to get you started.


I got a system Working that uses Comphermc's Score transfer but I can only transfer up to 9 charater of data. Its hard to explain but If you add me that would be great. I can show u what I use the logic for and we can find a way around this issue. If we can solve this It would be a big deal. It can make a save system possible.
2013-09-25 22:15:00

Author:
Okami
Posts: 44


I got a system Working that uses Comphermc's Score transfer but I can only transfer up to 9 charater of data. Its hard to explain but If you add me that would be great. I can show u what I use the logic for and we can find a way around this issue. If we can solve this It would be a big deal. It can make a save system possible.
You can also use the sticker system and use the code system used in Felkroth's sealed fate.
2013-10-16 20:44:00

Author:
Darthvadre11
Posts: 134


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