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Help me make a timer that can tell another timer to match it
Archive: 5 posts
How can I have a visible timer used as a recharging meter for an ability tell a matching timer on a bot how full it is, wirelessly, so that if the bot is destroyed and re-emitted (like the shapeshifting in my Alucard bot), the timer in it's logic matches the always visible timer that's meant to limit the ability. My meters are always visible and follow around just like a following transmitter seat does. I don't want a bot to respawn or appear with full timer-based magic points or action points, I want the timer you see to tell the bot's timer how much MP it has that way you can't cheat the recharge meter by remitting yourself with a full timer. I can't use any score sensors to store anything because scoring is a part of the gameplay. Also, wth is with a tag or NOT being unable to refresh it's state until the timer is completely full or empty again? I have a problem with that because one of the signals to the OR that tells the bot to change to Alucard when attacked is for when the Mist timer runs out... but then you can't change back to mist until the NOT gate from the timer has refilled 100% and turned itself off. How can I make a recharging forwards-backwards timer-NOT refresh in that way? The way I have it works, I just want these kinks worked out for a little more polish. Gah... someone please move this to HELP instead of TUTORIALS. | 2011-03-07 00:50:00 Author: Unknown User |
to make a timer match another analogue input source, you simply connect reference value to the positive of a combiner, the output of your timer to the negative and then the combiner into the timer, with the timer set to 0.1s and speed scale. This will lag a bit as it will only ever correct 1 third of the difference (which means it will never catch up to the reference), but if you triple the value coming from the combiner (you'll need to use signed adders that discard overflow) you should be pretty close, though you will be limited to +/- 30% per frame. Alternatively (or in addition to) you can have the HUD off screen in the level waiting to emit. Make sure all the relevant info is being transmitted to that HUD off screen as well as the one on screen but it can't get close enough to do any following. When you emit it, it will already have the correct values in it I don't really understand the second problem. | 2011-03-07 00:59:00 Author: rtm223 Posts: 6497 |
Either one of those should help. Thanks! I don't really understand the second problem. Connect a timer to a NOT gate. Fill the timer, and the NOT will stay on until until it goes back to zero. I can't get it to know that 99% full = not full after hitting 100%. The timer-NOT-to-OR-to-selector that turns the 'be Alucard' tag on, stays on until it goes all the way back down to zero. It's fine for switching forms if you never max the mist timer and run out of "MP", but if you do use the whole thing, you're stuck on Alucard until it refills. I basically need my 'ran out of mist' signal to be one-shot-reset. If I get these things working right, I can do the same for all 3 forms, and make a fancier looking MP meter that handles all 3. | 2011-03-07 01:10:00 Author: Unknown User |
Can you not reset the timer by looping back into itself? Failing that try using a sequencer to detect anything below 100% | 2011-03-07 01:21:00 Author: rtm223 Posts: 6497 |
Putting the NOT on a matching sequencer fixed all my probs. Not sure why I couldn't get it to work before, and it's sometimes a hair inconsistent with how close the sequencer bar is to the NOT and the position of the timer since I couldn't use positional on the sequencer (otherwise, anything less than 50% on the timer would = NOT), but I don't care. It's better. So I didn't even need to do any of the data transmitting for timers that I was asking for and just did this to control what subtracts, so Alucard ON doesn't allow subtracting, a delay for the recharging on MIST and WOLF RUSH, and the reset function on the NOT sequencer lets me still switch forms after draining the MP meter (which now handles both wolf & mist) even if I only have enough "MP" recharged for a millisecond of use. http://i7.lbp.me/img/ft/1670e8063dc04719d0482115a39641ddbe40ff48.jpg I was able to remove tons of extraneous logic that was disabling the SQUARE button under certain conditions. The NOT gate on the sequencer just leads to the selector input #1 of 4 to activate the ALUCARD tag. | 2011-03-07 03:04:00 Author: Unknown User |
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