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View Full Version : Trying to make a "hot potato" bomb arena level



arpantz
12-29-2012, 01:04 AM
I'm really not that great with LBP logic and programming, especially with LBPK's new tools. If anyone could help me with this, it would be much appreciated.

I want to make an Arena level with a game mode similar to Blast Chamber or Big Bumpin'. One player is picked at random and stuck with a bomb. A timer starts ticking down from 30 seconds. The tagged player can get rid of the bomb by bumping another player, transferring ownership of the bomb. When the timer gets to 0, whoever has the bomb blows up. Then a new player is chosen at random and stuck with the bomb. Each player has 3 lives, last man standing wins.

Any idea how I would start creating this? I'd need to find some way to randomly stick a bomb to players that could be transferred on bumps. I would also need some way to track lives per player and somehow repeatedly issue a new bomb to a player after the previous one explodes. It would be a lot of fun when it's done!

ultrafast72
12-29-2012, 10:57 PM
Well, you'll probably need a PhD in LBP2 logic in order to do that lol. Well, first off, in order to affect individual players, you need to have a microchip on the checkpoint, this represents the player, so you can put logic on the player. Oh, and I'd recommend watching TheAdipose' tutorials on LBPK, especially the Eliminator mode one, here's the link. http://www.youtube.com/watch?v=Oa_AW-HJQpI&list=UUAuUaABL6GMaJ3F8lnG5nNw&index=3
That video goes over how to change the HUD and such.

So, have a tag on this microchip representing the player, then have an impact sensor that requires that tag. This means that when a player bumps another player, both players' tags will activate. Have a selector with two outputs, one of which being if the player is the bomb. Have the 'is bomb' output on the selector activate a second tag, a 'this player is bomb' tag.

Then have a second impact sensor, which goes into the selector to make the player a bomb. It would activate a timer, which would be reset only if the bomb player hits a player without a bomb. You should be able to figure out the rest yourself.

arpantz
12-29-2012, 11:06 PM
Thanks for the reply! Looks like I'll be at this for a few days. I'll reply back and let you know how it goes!

TheAdipose
12-29-2012, 11:30 PM
I can probably help with this at some point. Try it yourself after watching the vids and let me know if you're still struggling.

iBubek
12-30-2012, 05:04 AM
I'd use a tag sensor in place of an impact sensor, they don't work on karts. :(

arpantz
12-31-2012, 12:46 PM
I'm working on it right now. Weird question...how do you rotate the gadgets on the microchip? You could do this in LBP2 simply by rotating the objects. But even though the control tips at the bottom of the screen say that left and right on the dpad rotate, it won't work on gadgets. My wiring looks really confusing when stuff has to feed backwards into a gate at the back of the chain. I suppose it's not a huge thing, but I really like having things neatly organized so I can figure out what I was doing an hour ago!

arpantz
12-31-2012, 06:06 PM
I have a very shoddy alpha of the level uploaded. I've been at it for quite some time now, but there's several kinks that I can't work out. Here's a link to the level for anyone wanting to see my progress so far: Bomb Tag (Alpha) (https://karting.lbp.me/v/5k4j). I checked out some of TheAdipose's tutorials including the Eliminator, which were very helpful. I also have a pic of the wiring and logic I used and I'll explain what's going on here.

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Each kart has a microchip on their spawn point that are identical to each other. This tracks each players "have bomb" or "no bomb" status and houses the methods to change this by bumping each other. The Master Chip controls which player is selected at random to start with the bomb and has the bomb timer embedded.

The Master Chip begins in the upper-left corner with a 6-second timer. This ensures that there is short delay at the start of the level where no one has the bomb. After the delay, the randomizer starts up. It stays on for 30 seconds, goes off for 6, then comes back on for the "one at a time" selection method. Each output of the randomizer goes into a selector, and each output from that goes into one of the 6 Player Chips. This will select them to have the bomb at the start of the match or after the bomb explodes.

The 6 outputs from the selector also go down into an OR Gate to condense them into a single output, which then goes into an AND Gate. When this AND Gate is triggered, it starts the 30-second countup to the bomb explosion. This both triggers an output out to each Player Chip as well as feeding into the timer below. This 6-second timer is meant to be a cooldown timer before resetting the bomb timer. This timer also goes into an AND Gate to keep the bomb from getting triggered again before the cooldown period. Lastly, I have a battery fed 6-second timer into the AND Gate to keep the bomb timer from starting until after the grace period at the start of the level.

The Player Chip has a selector in the upper left. This determines whether the player has the bomb or not. Depending on which status the player has, an AI Brain will either flee from red tag players or pursue blue tag players. Output 1 on the top goes into a short 3-second timer before declaring the player as "not have bomb" by activating the tag. This is sort of a "no tagbacks" failsafe to keep the bomb from going back and forth to fast. After the delay, the output activates a blue tag and feeds into an AND Gate. When the red tag sensor detects a player with the bomb, this also goes into the AND Gate, which starts looping back to switch player states. It goes down and around into an OR Gate. This OR Gate houses the outputs from that AND Gate and the line from the Randomizer, so that either getting selected by the Master Chip or touching someone with the bomb will change the player's status to "have bomb".

When the Selector on the Player Chip is outputting to the lower slot, it changes the player's status to "have bomb". This activates a red tag, feeds into an AND Gate along with the output from a blue tag sensor, as well as going down into another AND Gate. This AND Gate also requires the input from the bomb timer, which if successful will deploy the bomb from an emitter on the Player Chip and destroy the player and anyone close enough to the blast. If the AND Gate higher up is activated by detecting a "no bomb" player, then the output will go back up to the Selector, which starts the no tagbacks timer to declaring the player "no bomb".

As much progress as I seem to have made, I still can't get the game running properly. So far the bugs in my system I've found are:
1. I can't get the statuses to properly change on kart bumps. I've tried running into AI players with the bomb, but I can't get either of our states to change. Perhaps I don't have the tag detection radius high enough?
2. Sometimes no one has the bomb.
3. I can't figure out how to make an actual bomb. I tried just emitting a weaponator bomb I made for another level, but no dice. I'm still pretty confused by how the LBPK logic works, as in LBP2 all you had to do was wire an input into a bomb to simply blow it up. How would I make a bomb the explodes as soon as it is emitted?

Any suggestions for how I can get this thing off the ground? Thank you everyone for your comments and encouragement. Thanks again to TheAdipose for the awesome tutorials!

MSTER232
01-02-2013, 01:45 AM
I'm really not that great with LBP logic and programming, especially with LBPK's new tools. If anyone could help me with this, it would be much appreciated.

I want to make an Arena level with a game mode similar to Blast Chamber or Big Bumpin'. One player is picked at random and stuck with a bomb. A timer starts ticking down from 30 seconds. The tagged player can get rid of the bomb by bumping another player, transferring ownership of the bomb. When the timer gets to 0, whoever has the bomb blows up. Then a new player is chosen at random and stuck with the bomb. Each player has 3 lives, last man standing wins.

Any idea how I would start creating this? I'd need to find some way to randomly stick a bomb to players that could be transferred on bumps. I would also need some way to track lives per player and somehow repeatedly issue a new bomb to a player after the previous one explodes. It would be a lot of fun when it's done!

I like the creativity with this level, and I would be interested in trying it out when it's done. It's too bad you can't create with 2 or more players otherwise I would happily help you with this :) .


Well, you'll probably need a PhD in LBP2 logic in order to do that lol. Well, first off, in order to affect individual players, you need to have a microchip on the checkpoint, this represents the player, so you can put logic on the player. Oh, and I'd recommend watching TheAdipose' tutorials on LBPK, especially the Eliminator mode one, here's the link. http://www.youtube.com/watch?v=Oa_AW-HJQpI&list=UUAuUaABL6GMaJ3F8lnG5nNw&index=3
That video goes over how to change the HUD and such.

So, have a tag on this microchip representing the player, then have an impact sensor that requires that tag. This means that when a player bumps another player, both players' tags will activate. Have a selector with two outputs, one of which being if the player is the bomb. Have the 'is bomb' output on the selector activate a second tag, a 'this player is bomb' tag.

Then have a second impact sensor, which goes into the selector to make the player a bomb. It would activate a timer, which would be reset only if the bomb player hits a player without a bomb. You should be able to figure out the rest yourself.

You probably don't need a PhD in LBP2 logic to create a game like this, but I would imagine that it would be a lot easier making this level in LBP2 than LBPK. But the results would be more rewarding in a 3D level :D .