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#1

Different bullets, different damage

Archive: 7 posts


I wanted to have different bullets do different damage so I decided to create a "Master" microchip that I could copy for all of my monsters.

My idea was to have six impact sensors that require a different colored tag and six bullets with those tags attached. But I can't figure out a way to actually make the "health" of the monsters. I tried it with a counter but I couldn't find a way to attach the switches. Am I going about this the wrong way?

Any and all help is appreciated.
2011-01-29 02:39:00

Author:
QuiteRight
Posts: 4


Why don't you put on a paint sensor, then glue together some paintballs for ammo of different power?2011-01-29 03:09:00

Author:
Unknown User


I don't really want it to be paint.2011-01-29 03:25:00

Author:
QuiteRight
Posts: 4


I'm working on the same thing.

You should check out this post https://lbpcentral.lbp-hub.com/index.php?t=44386-HOW-TO-Convert-Timer-into-Health-Bar

That will show you a way to use a timer as a health bar, and how to set it up to apply variable damage. It's a pretty neat trick.

One thing you may want to consider is, if you have categories of bullets, sort your tags into groups and use labels on them to differentiate. For instance, one of my bullets is fire, so i use a red tag for that, but then I have the labels "stage 1", "stage 2", and "stage 3" so that I can have three levels of fire damage. It makes things easier to sort.
2011-01-29 03:36:00

Author:
tdarb
Posts: 689


The problem isn't the health, I know how to do that.(pretty much)
All I want to know is how to connect the six impact sensors to the health bar so that they all work on that particular health bar.

Or something else to the same effect.
2011-01-29 04:30:00

Author:
QuiteRight
Posts: 4


well that's what that addresses, if you scroll through he posted a pic of his microchip. It allows you to use a counter and pulser run through an AND gate to vary the damage on an entity.

Basically, and AND gate will pass the lowest analog value through it. So if you have a counter set to 2, and a full scale pulse goes through the AND completing the circuit, the value passed through the AND would be the counter that is not completely full. If that is passed to a timer set to speed scale, it can deduct or add to it based on that percentage (best you can get is 1/3 with a single pulse).

So if you set your six sensors to activate a pulser linked with a different counter, you could effectively vary the damage between them.
2011-01-29 04:40:00

Author:
tdarb
Posts: 689


Yes, I re-read that and after I fiddled with it a bit I got it to work.
Thanks for the help.
2011-01-30 02:52:00

Author:
QuiteRight
Posts: 4


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