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#1

bonus point multiplier (help) is it possible?

Archive: 3 posts


I've gotten the point combo to work with score sensors, when I have 3 objects that are
destroyed at the same time. One gives 10 points another gives 100 points and the third
gives 140 points.So I have a microchip with 3 score sensors plugged into an AND gate.
Each of the score sensors is set to detect one of the 3 point values above.

So if the 3 enemies are destroyed at the same time totalling 250 points, it activates the
score giver for a bonus 1,000 points. It works but I can't get it to work accurately after
the first time its activated. I've tried several different settings and combinations with
counters, timers and emmiters to get this to function properly and so far it seems that
it only works the first time.

If it is emitted and set to 1 shot it seems to instantly give the bonus points without the
score sensors being activated. or that they are activated by the fact that the score of
250 has already taken place and is therefor universal through out the level after that point.

I've tried each set of three, through an AND gate and then into separate counters to separate
the activations. So, first counter set to one and so on up to lets say 10 separate counters all
with separate chipsets. However it still only activates the first time the point combo is achieved
and the counters dont seem to function after the initial 250 point score.

I've tried several other things as well. So I'm open to any ideas.
2011-02-21 07:59:00

Author:
Fated For Failure
Posts: 81


Just an idea, but should work.

Timer (1) (on/off, duration of multiplier chance) -> Selector (1st option) -> AND (1) -> Score Changer (1)

Destruction signal -> Timer (1) reset
-----------------------> Selector option toggle

Selector (2nd option) -> Score Changer (2)

Selector (3rd option) -> Score Changer (3)

***continue pattern for each additional multiplier***

The destruction signal can be easily output as a tag, and read with the tag sensor.
This means it is possible to continue going up the multiplier forever, until you reach the max value, in which case:

Selector (final option) -> Score Changer (final)
---------------------------> Timer (2) (countdown, duration of multiplier chance) -> Selector (final option)

This prevents the destruction signal from toggling to 1st selector input for a set amount of time.
2011-02-21 09:30:00

Author:
SSTAGG1
Posts: 1136


Alternatively to SSTAGG1's suggestion, you can hook up an analog signal (a counter) to a Sequencer (set to Positional) on a chip, and activate the chip after a short timer expires; this way you can easily tweak (and if needed, reset) the time for the combo to build up before cashing in the total points. You'd have Score Givers on the Sequencer, of course. Easily expanded to a finer degree of of score, or even combined with additional bonus multipliers by duplicating the chip the Sequencer sits on, modify the scores on the second Sequencer and using a Selector to decide which chip to activate.2011-02-21 10:55:00

Author:
Antikris
Posts: 1340


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