Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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Is this possible?
Archive: 7 posts
I want to make an on-screen score multiplier for my first LBP2 level without using creature brains or bubbles. i.e. When the player destroys lots of enemies together or in a short space of time I want the score to multiply exponentially until one is missed whereby it resets, and keep doing that throughout the level. I don't know if that's even possible and I don't understand logic so if anyone can offer a solution that's possible for even me to implement that would be much appreciated. Thanks. | 2011-02-01 12:17:00 Author: mistervista Posts: 2210 |
Gevurah22 discussed something similar on the beta forum: https://lbpcentral.lbp-hub.com/index.php?t=41149-Creating-Visual-Counters-Calling-all-logic-heads Is that the sort of thing you're looking for? | 2011-02-01 12:25:00 Author: Rogar Posts: 2284 |
Here is my partly untested idea: Separate, independent microchip that contains a Sequencer (set to Positional input). Its canvas contains Price Givers that you have set to exponential values going from left to right. Counter that adds up after each kill (not on the Sequencers chip!). Wire the Counter to the input of the Sequencer. Have the kill action also set off a Timer (input action Start Counting Up) and the reset of that same Timer. When the timer expires, it resets the Counter. Also, wire the kill action to the microchip that contains the Sequencer (yes, you can activate an entire chip!). What is supposed to happen here is that on a kill, the player is rewarded the amount of points that the counter (and thus the Sequencer) is currently set to (the Sequencer gets activated when the chip it is on gets activated). Each kill adds more to the counter. With each kill the Timer gets reset and starts counting up; if that Timer does not get reset in time by a new kill, the counter gets reset and you will have to start making a new combo. Edit: the separate chip suggestion is unnecessary here. | 2011-02-01 12:34:00 Author: Antikris Posts: 1340 |
Here is my partly untested idea: Separate, independent microchip that contains a Sequencer (set to Positional input). Its canvas contains Price Givers that you have set to exponential values going from left to right. Counter that adds up after each kill (not on the Sequencers chip!). Wire the Counter to the input of the Sequencer. Have the kill action also set off a Timer (input action Start Counting Up) and the reset of that same Timer. When the timer expires, it resets the Counter. Also, wire the kill action to the microchip that contains the Sequencer (yes, you can activate an entire chip!). What is supposed to happen here is that on a kill, the player is rewarded the amount of points that the counter (and thus the Sequencer) is currently set to (the Sequencer gets activated when the chip it is on gets activated). Each kill adds more to the counter. With each kill the Timer gets reset and starts counting up; if that Timer does not get reset in time by a new kill, the counter gets reset and you will have to start making a new combo. Edit: the separate chip suggestion is unnecessary here. This is almost exactly what I was going to describe. The only change I would add is wire the timer and the counter to an AND gate, so that the points are only awarded once - after a combo of kills. However... not being being rtm, I cannot say what AND'ing a timer and a counter will output and if it will still work properly on a Positional Sequencer (but I think it may). | 2011-02-01 13:18:00 Author: v0rtex Posts: 1878 |
Since the timer will be 100%, AND, giving the lowest of the inputs, will give the output of the counter, so it should work (as long as you don't reset the counter until after the points have been calculated and awarded). | 2011-02-01 13:30:00 Author: Rogar Posts: 2284 |
Since the timer will be 100%, AND, giving the lowest of the inputs, will give the output of the counter, so it should work (as long as you don't reset the counter until after the points have been calculated and awarded). If the Timer and Counter go to an AND -- and the Timer wins the signal -- and if the AND wires to the Sequencer, then the variable points system breaks. Now my original chipped setup becomes relevant, yay!! You can have the Counter hooked to a separately chipped Sequencer and the expiring Timer wired to the chip. Now, the Counter will select the right amount of points on the sequencer but only after Timer expiration will the Sequencer get activated through the chip and will the points be rewarded. | 2011-02-01 13:53:00 Author: Antikris Posts: 1340 |
Thanks guys. I'm out on a computer course tonight but will look into all that asap and let you know how I get on (or not lol). | 2011-02-01 17:03:00 Author: mistervista Posts: 2210 |
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