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Kill Tweaker Questions

Archive: 21 posts


Okay, so this question may be odd considering I've already managed to get this to work, but not in the way I want.

What I want to do:
Make it so that when a player touches a certain material (Sticker Material), they die.

I've been able to set up a broadcast microchip that links to a Blue Tag labeled "Die". Anything with the "Die" tag has this logic:
Impact Sensor, Include Rigid Connections, Detects Players Only -> -> -> Kill Tweaker

The problem is that the kill tweaker won't kill anything unless I set to to kill "All Players". If I set it to kill only the "Owner" or the "Activating Player" It doesn't work. What am I doing wrong? Is it because I'm using sticker material? Is there something wrong with the broadcast chip? Do I need to just put the (Impact -> Kill) logic in a normal microchip and stick it to the kill zones throughout the level?
2015-07-27 16:05:00

Author:
Kato
Posts: 732


All you need is a broadcast chip and a kill tweaker : )

Put the Broadcast Chip on your Sticker Panel, set it to: when in contact and include touching.

Then put your Kill Tweaker on and set to affect owner. And there you have it!
2015-07-27 18:51:00

Author:
Hallm3
Posts: 252


Will this broadcast to a tag, or the actual material? I'm going to need some instances of sticker material to be safe.

I only want it to kill people touching the Sticker Material, and not everything else touching it too, so wouldn't it be better to not have it include touching?
2015-07-27 19:28:00

Author:
Kato
Posts: 732


Put the broadcast chip directly on the sticker panel, set the chip's "Range" to Broadcast to All in Contact and just place your kill tweaker on the chip. It's broadcasting from the material to the player this way.
Make sure you kill tweaker is set to only affect the owning character, not all players, and it should behave the way you want.

The thing about having it "include touching" is a little confusing - it sounds like that means it would make other materials in contact also lethal, but that's not actually the case. If you do this set up with the broadcast chip on material that has collision, it will work without setting to include touching. If you take that material and change it to sticker panel, then it still works. But if you start out with sticker panel, because it has no collision by default, you have to say "include touching" - I don't really understand why, seems a little buggy, that's how it works though.

So yeah - set the chip to include touching and it should work
2015-07-27 19:53:00

Author:
Pookachoo
Posts: 838


What if I need to apply this to select instances of sticker material? Can I set it up to broadcast to a tag, or will I need to duplicate the broadcast chip every time I'm building a death pit?

The level I'm making has platforms of varying heights free-floating in the clouds, so I'm going to need multiple objects of sticker material that serve as death barriers. However, there are some instances of sticker material that you will need to grab to collect the item, so I cannot have all sticker material deadly, only those select objects. If I need to duplicate the logic every time, that's fine, but I'm trying to save thermo, and I think having a single broadcast chip will help.

Honestly, I could solve my problem in an instant with 0 opacity plasma-danger-tweaked sticker material objects, but I'm picky and want to use the confetti death option. XD
2015-07-27 20:10:00

Author:
Kato
Posts: 732


Something that you can avoid all this would be to put the broadcast microchip onto your player. This would fix it because all you would need to do then is to put the impact sensor to include touching, and to a kill tweaker that kills activating player.

I haven't messed with the kill tweaker much, but if this doesn't work, there's only 1 reason, this reason being that the kill tweaker can't detect who's activating it. The only surefire way to fix this would be to put a controllinator down inside the broadcast microchip, and set it to nearest player. Then take the 'player is inside' output and put it into an AND gate. Take the AND gate output and put that into the kill tweaker. Lastly, feed the previously used impact sensor into the bottom of the AND gate and it should work smoothly. This should work because the controllinator provides player data into the kill tweaker, and the AND gate combination feeds it into the impact sensor.

Hope this helps if you still haven't figured it out
2015-07-27 21:37:00

Author:
amiel445566
Posts: 664


You can also put the chip on another chip, which broadcasts to a tag, and put that tag on your material.
I don't know if it makes much difference to the thermo, but doing it this way only applies that logic to the player when they're in contact with the Sticker Panel whereas broadcasting to the player would be constant throughout the level. If you broadcast to all the various pieces of material then you're applying the logic to more objects as once... I really have no idea which costs less thermo or is easier for the game to render.

Either way, I definitely recommend using a chip to broadcast logic rather than duplicating logic whenever possible. It's really nice when you decide to change something, you have to do it once and that's pretty awesome.
2015-07-27 22:02:00

Author:
Pookachoo
Posts: 838


Hmmm.... this is all sounding way too advanced for me. I know once I've done it a few times, it'll be second nature, but you're talking to the guy who only just yesterday figured out how to adjust the speed of In-Out movements on regular In-Out Movers. I haven't even touched Advanced In-Out Movers because that logic is beyond my level of comprehension.


So let me see if I understand this...

1. I start with ONLY a Kill-Tweaker set to activating player. No impact sensors.
2. I place that Kill-Tweaker in a Broadcast Chip set to broadcast to All Players In Range, and to Include Touching.
3. I then place that Broadcast Chip inside another Broadcast Chip set to All Tags In Range, select the Blue Tag Color, and the tag label "Kill"
4. Now wherever I place a "Kill" tag, when the player touches the material they will die.


OR....

1. I place a sackbot, and open up its microchip.
2. Inside the sackbot I place a Kill-Tweaker set to activating player.
3. I hook the Kill-Tweaker Impact Sensor for the Blue Tag Color, and the tag label "Kill".
4. I capture the sackbot in my Global Stuff as a character.
5. I tweak then entrance gate and every checkpoint to spawn only the character from my Global thing.
6. Now wherever I place a "Kill" tag, when the player touches the material they will die.
2015-07-27 22:26:00

Author:
Kato
Posts: 732


So let me see if I understand this...

1. I start with ONLY a Kill-Tweaker set to activating player. No impact sensors.
2. I place that Kill-Tweaker in a Broadcast Chip set to broadcast to All Players In Range, and to Include Touching.
3. I then place that Broadcast Chip inside another Broadcast Chip set to All Tags In Range, select the Blue Tag Color, and the tag label "Kill"
4. Now wherever I place a "Kill" tag, when the player touches the material they will die.


Almost, just a few specifics
Set your Kill-Tweaker Owning Player
In step 2 you want the chip set to Broadcast to All in Contact
In step 3, make sure your broadcast range in infinite and covers all 16 layers. I think by default it only broadcasts a range of 20 and 3 layers, so just make sure it's broadcasting everywhere.

Don't bother with a Sackbot here, you don't need one. The other method @amiel mentioned was to have the chip broadcasting to the player. That would work just as well, but since you're new to the broadcast chip I don't want to overload you with info. Probably best to start with the way described above and learn more as you go.

The broadcast chip is kinda hard to wrap your head around at first, but once you get it, it's really quite awesome.
2015-07-28 00:13:00

Author:
Pookachoo
Posts: 838


Last I checked you can't broadcast another broadcast chip, or has that been patched?2015-07-28 03:00:00

Author:
evret
Posts: 612


Apparently it has. It works! Thanks Pookachoo! Now that I see how it works, I can do it again anytime else no problem.2015-07-28 03:09:00

Author:
Kato
Posts: 732


Last I checked you can't broadcast another broadcast chip, or has that been patched?

Yeah it works now - sounds totally redundant, but for certain things like this it's really handy



Apparently it has. It works! Thanks Pookachoo! Now that I see how it works, I can do it again anytime else no problem.

Welcome to the wonderful world of the broadcast chip!
If you're interested, here's a simple tutorial I did at LBN a while back on using a broadcast chip to affect the player: http://www.littlebignetwork.com/index.php?/topic/26220-climb-on-back-of-materials-intro-to-the-broadcast-chip/
2015-07-28 19:15:00

Author:
Pookachoo
Posts: 838


Here's a new question. Is it possible to get followers to go after specific players? All I need is a flat sticker panel with a follower, but I need them to attach themselves to specific players. (P1, P2, P3, P4)

My assumption is this:
- I drop in 4 Sackbots.
- I give each one a tag. (P1, P2, P3, P4)
- That will solve the follower problem. Followers will follow each tag by their label.

However, I don't know how to make certain each player gets a unique sackbot, from the start, nor how to make sure they'll get the same sackbot when they die and respawn. Or, since this is LBP3, is there an easier way?
2015-07-29 22:28:00

Author:
Kato
Posts: 732


Some of us have been wanting player specific followers, and also the ability to have a broadcast chip only target a certain player, but those features aren't part of the game... yet (hey Sumo, we really want these!)

Your plan with the Sackbots is the what I would do, I don't know of a better way that could work reliably. I'm working on something that uses sackbots in pretty much the same way (using unique tags for broadcast chips rather than followers, but same principle) and I came up with a system that I think is working, but so far I've only tested it with two players an not four.
What I have is this:
An Emitter for each bot, and each emitter is triggered by a Player Sensor. For player 1, the sensor is at it's default minimum of one player. For player two the sensor has a minimum of two players, and so on for players 3 and 4.

I made a spawning and respawning system using broadcast chips, it's currently set up with a lot of top down logic but I could easily strip it down. If you'd like to use the basic logic as a starting point for your own, you can add me and I'll share it with you.
The way I have it, the player never actually dies. They stay in their controlinator seat and when their bot dies, theres a score penalty when the bot respawns. This way the players can't accidentally switch bots.
2015-07-29 22:57:00

Author:
Pookachoo
Posts: 838


Yes there is a way to get followers to follow specific players. You have to assign tags to the players and have the followers follow those tags.

There are a few ways to accomplish this.

1, with the broadcast chip in a level set to cooperative. When players spawn in a cooperative level they drop out of the entrance gate one at a time. So on your broadcast chip you have logic that detects players and locks a specific tag to each player. Yes you only need one chip for this. Basically as a player spawns the logic checks to see if the player 1 tag is active, if no then it is assigned to the player and stays on. A second player spawns and the broadcast chip activates on them and checks for the player 1 tag and finds it in use, so it checks the player 2 tag and locks that in and so on... It sounds more complicated than it is. What you need to understand about the broadcast chip is that the logic on the chip itself is not active, it only activates when it is on a player or object. So the chip on player one can be doing different things than the chip on player 2 even though they come from the single chip you make.

Other ways to accomplish this involve the team colors assigned from spawn gates. For this you need players to spawn from their own entrances. I think.

On my earth I have a level called Broadcast chips and dip. In that level I give away a very basic 3 D chip that uses the player assigning logic. It's the chip that has omb on it. I'd put a link but it's a pain on my phone and I think you might have played the level months ago for the LBN swapmeet.
2015-07-30 01:47:00

Author:
one-mad-bunny
Posts: 334


Yes there is a way to get followers to follow specific players. You have to assign tags to the players and have the followers follow those tags.

There are a few ways to accomplish this.

1, with the broadcast chip in a level set to cooperative. When players spawn in a cooperative level they drop out of the entrance gate one at a time. So on your broadcast chip you have logic that detects players and locks a specific tag to each player. Yes you only need one chip for this. Basically as a player spawns the logic checks to see if the player 1 tag is active, if no then it is assigned to the player and stays on. A second player spawns and the broadcast chip activates on them and checks for the player 1 tag and finds it in use, so it checks the player 2 tag and locks that in and so on... It sounds more complicated than it is. What you need to understand about the broadcast chip is that the logic on the chip itself is not active, it only activates when it is on a player or object. So the chip on player one can be doing different things than the chip on player 2 even though they come from the single chip you make.

Other ways to accomplish this involve the team colors assigned from spawn gates. For this you need players to spawn from their own entrances. I think.

On my earth I have a level called Broadcast chips and dip. In that level I give away a very basic 3 D chip that uses the player assigning logic. It's the chip that has omb on it. I'd put a link but it's a pain on my phone and I think you might have played the level months ago for the LBN swapmeet.

Facepalm! I think you and I talked about your first method a few months ago in regard to my project (but I still have to use bots because of a camera thing) and I forgot, what with all the hoopla in real life recently.

Question: How does this work when the players respawn - does the chip stay assigned to each player even when they've died?

With team colors I think you're right, each player has their own entrance. Not sure if this is for co-op or only for versus levels.
2015-07-30 02:40:00

Author:
Pookachoo
Posts: 838


The broadcast chip is set up universally for all players, so if player 1 dies and respawns it checks for player 1 tag first, and of course it won't find it, so it gets reassigned.2015-07-30 15:03:00

Author:
one-mad-bunny
Posts: 334


The broadcast chip is set up universally for all players, so if player 1 dies and respawns it checks for player 1 tag first, and of course it won't find it, so it gets reassigned.

I was thinking if all players died at once their tags could get mixed up on respawn... but I guess they'll respawn in order?
I've always had so much trouble with lag, I rarely do any multiplayer.
2015-07-30 18:01:00

Author:
Pookachoo
Posts: 838


Honestly, this sounds needlessly complex given when I'm wanting to do, lol! In my level, (currently one player only) the player gets a flashlight, and a sticker panel with a follower on it detects when the battery is low on the flashlight. When it is, it flashes a low-battery warning. My idea was to have a different Low Battery warning per player so each player could individually tell how much power they have left. Buuuuut I think I'll pass this time. XD

Now I just need to figure out how to have bendy rails make a complete loop! I think I'm just not being careful enough with my rails....
2015-08-01 22:59:00

Author:
Kato
Posts: 732


Lol. You thought individual player flowers is difficult? I tried and tried to make a bendy rail make a complete loop and I couldn't do it. I had to come up with a work around, but even that was unstable.

I think if you want a nice loop that utilizes in/out movement you should 2D map it.
2015-08-02 00:57:00

Author:
one-mad-bunny
Posts: 334


Wow, really? Lol. Well, okay. XD I was just doing something very simple so I guess I can 2D map it.2015-08-02 02:10:00

Author:
Kato
Posts: 732


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