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detecting score for a specific player

Archive: 2 posts
2016-06-26 18:13:22 / Author: Indomitus1973
I'm working on a mutiplayer versus level, and for part of the logic I need to be able to detect each player's score separately.  I run into the problem that the score sensor will detect amounts from anybody's score, not the player it's on (in a broadcast chip).

It's a 3 minute timed challenge, with penalties where the players can lose points.  BUT LBP3 won't keep negative scores if they get a penalty before they get a positive score, so I built some logic that holds up to 5 penalties in memory until they have enough score to cover it.  That part works great, except that I'm having a hard time getting it to detect each player's score correctly.  At this point, I've started building a huge chunk of logic just to manually track scores, but I'd rather not have to do that.

I'm sure I can get the whole mess to work, but if there's a way to make the score sensor do it right, then I'd really appreciate some help with it.



...Aside from that, I might also be looking for someone to do music.  For this one I'm using a randomized selection of stock music from LBP, and I think it's fine that way, but in the future I might do a variation of this level with a Monty Python's Holy Grail design (it'll make sense when people see the level) and would want some Python music instead, like King Arthur's theme, or the TV show theme:
https://www.youtube.com/watch?v=PHDycUXzNs0

https://www.youtube.com/watch?v=l6Dd0EaEbqg

This is, of course, assuming I don't get distracted away from LBP again.
2016-06-26 18:13:22
Author:
Indomitus1973
Posts: 75

2016-06-29 11:38:56 / Author: Blacksackman
I have done my fair share of score-logic through the years but I never really went too far into the more complex problems. When it comes to LBP logic my motto is to never say never because much is possible. Sometimes it's just hard to find a proper solution that fits all requirements. I've also always had your problem and to be honest I've always been to lazy to do anything about it. In my case it was usually the player with the required score that bought stuff first so other players didn't really cheat the system because they were too busy surviving, in other words - I didn't really need to detect individual player scores because if you didn't have enough score to start with you couldn't buy anything, simple as that.

In your case it's probably a must to be able to detect individual player scores so that players with a smaller score can't break the penalty system. As you said, the score sensor detects score from all players so we need logic that is reliable unlike the score sensor. Also, if you by all means already started with something that could work, keep on working on it even though it could en up being a pain to make. 

If I were to help you I would think like this; Is there anything else that you can count from four individual players? Yes there is and it's called Tags. You basically need to create a system that rewards tags to players in the same fashion that scores would be awarded. You can still keep the score-display and the penalty system, just revert it to removing tags as well. Once you are done with this tag-system, you should now have a way of counting each players individual tag count- which represents the total score and the rest should be easy to figure out. 

I hope this helps! If you need a more in-depth explanation of the tag system, just ask me.  
2016-06-29 11:38:56
Author:
Blacksackman
Posts: 84
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