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Sackbot damage/Lives/Hearts- think ol school platforming.

Archive: 8 posts


ok guys so i got a problem , and ive got as far as i think i can with my grasp of logic.

here it is. I have a sackbot. i wish to have both him and enemy sackbots attack using emmited objects that are lethalised.
Is there some way that i can make a HIT system, so that my sackbot can take for example, 3 hits from a lethalised emition then die, loosing 3 "hearts in the process.

I did try using holo as an invisible follower (shields to take the "hit") but then found that plasma and such passed through it

Honestly i need some help here my logic skillz are simple at best , and im new to this LBP stuff. like 2 weeks new lol

The other thing im stuck on , and to be honest its the main thing i'd like to achieve is.....

my 70's Kung-foo guy fires a Chi blast, i got that but i'd like to make his Chi refillable. ive got that sorted.
Thing is i'd like to have the Vials collectable. i can collect one. but im struggleing to work out how to collect more than one and only use one at a time.
At the moment the holo emblem lights up when i collect one, and dissappears when i use it, cool.
Thing is i can "use it" infinatly when the holo light is off.
And thats only for one. I'd like my bot guy to be able to collect 4 max
grrr im going grey'r than i already am here
2011-03-11 12:55:00

Author:
ghostdogg
Posts: 32


Put an impact sensor on the objects being shot, set them up to destroyers. Put a tag on the Holo hit box that corresponds. When projectile impacts hitbox it dissapates becoming harmless to the sackbot.2011-03-11 15:07:00

Author:
Shadow_Wolf_1987
Posts: 108


I think a selector would work well here. The basic concept is if it you allow 4 vials to be collected, you set up a 5 port selector. The first port represents an "empty" status and the other ports represent the vials you've collected.

Each time you collect a vial, you put a positive value to the cycle switch of the selector. Each time you use a vial, you put a negative value to the cycle switch.

Step 1: The easiest way to create a negative value is to use a combiner, and hook whatever triggers your Chi Blast into to the negative input of the combiner. Don't hook anything to the positive pole, and you'll get a negative output from the combiner.

Step 2: Take the outputs of the other ports on the selector and run them into an OR gate. Take the output of this OR gate and run it into two different AND gates (you'll use one of the AND gates in Step 4). Take the output of one of the AND gates and run it to your Chi Blast. Run the trigger of your Chi Blast into the other input of this AND gate and now you can only use your Chi Blast if you have a vial (the selector will be on one of the ports other than port 1).

Step 3: The last port of the selector represents a "full" status, so we don't want to allow vials to be collected if this port is enabled. So take the output of this last port, and hook it to a NOT gate, and run the output of the NOT gate into an AND gate. Run the output of the AND gate into an OR gate, and run the output of the OR gate into the cycle switch of your selector. Run the input from whatever says you "collected a vial" and run it into the other port of the AND gate. So now, when the last port is selected, the player can no longer collect vials - he's full.

Step 4: Remember the second AND gate from Step 2? Run the output of this AND gate into the other input of the OR gate used in Step 3. Run the "negative" output you created in Step 1 using your trigger for your Chi Blast, and hook it into the other input of this AND gate. So what this does is it only allows vials to be decremented only if the selector is on any port but port 1.

The advantage of using the selector is that you can now use each port of the selector to display a vial. So you could create some holo which represent vials, and hook each one to each of the selector ports.

Hope this was explained clearly enough.
2011-03-11 15:46:00

Author:
Shanghaidilly
Posts: 153


Hi buddy. There are numerus ways to make a hit by hit health system. A good way is to make a sackbot and place him down. Now the health bar part. Place 2 blocks of holographic material (5x5) in size and put a microchip bottom middle on each (I like to colour them differently to help distinguish). Now onto each chip place a follower. Set both to speed of 100 and strenght to 100, min radius to 0.0 and max radius to 20. On one followers set it to follow a tag (say red). Now open the sackbot and on his chipboard place a red tag (the hollowgraphic block will now follow the sackbot because its following the red tag) ok, now move the sackbot out of the holographic block (with red tag sensor attached- just so we can edit the sackbots chip). If you can picture it- one holographic block (without the red tag sensor) will follow the sackbot and the one without the tag will follow sackboy. now make a 5 holographic plat blocks (1x5, 1x4, 1x3,1x2 and 1x1). lower the brightness of each to 60 and animation to 0. This will represent a decreasing health bar.
select all these blocks and copy them to use for the sackbots healthbar and change the colour to ,say red.
Now lets start with the player- On this following holographic block, open the chip. Now on it place a Selector with 6 slots (one slot per block of health)
Now starting at the selectors output 1, connect it to the fullest block, slot 2s output to the next largest, and so on (the idea being that every time the next slot on the selector activated it will highlight the next holographic block and it looks like a bar is going down. Now when all the slots are wired up you will need to place them.
Starting with the longest bar (block) drag it over the top of the holograpic follower block were using for player 1 and glue it to the top of this block. Take the nex
t largest and glue it directly over the first bar, and so on (this will give a health display that will gradually go down as each slot on the selector is activated. (YOU WILL NEED TO COPY THIS WHOLE HEALTH SYSTEM FOR THE SACKBOT AS WELL BY THE WAY). Now look at chip the selector is on, notice there are 5 health units displayed and 6 slots? the final sixth slot is what will happen when the last bit of health goes- the death part. On the player one hook slot six of the selector up to a game ender, whereas on the sackbot hook it up to a destroyer on the sackbots chip and a destroyer on the flollowing health block part (ensure the INCLUDE RIGID CONNECTIONS is on).

Now the final steps- If you make an object to be emmited and put a tag on it (say call it ENEMY BULLET) and save it as an object and vice versa save another object called PLAYER BULLET with a different colour tag you can have an emmiter that emmits the enemy bullet, and one for the enemy that emmits a player bullet
Now to make the health bar work, place a tag sensor on the players health bar follower chip, set it to the same tag colour as the enemy bullet and wire it up to the cycle tab on the selector. Now, every time the enemies bullet (with the bullets tag is sensed, the selector jumps to the next slot, displaying the nexth health bar increment, and when it reaches the sixth slot, either the game ends (when the enemy sackbots bar reaches 0 or the player dies when his bar reaches 0)
2011-03-11 15:58:00

Author:
Sean88
Posts: 662


Holograms can't collide, I think tags are the only way.
Tried doing it myself, and I'm stuck too. Tried using counters on the vials, seemed easiest, but there can only be one wire on input and only one function for a counter.
Avalon vehicles use health as goihng down, and resets it to full when it finds a heart, I wouldn't know where to start
Try to give a sample of what you're trying to do, might make understanding it easier
2011-03-11 16:01:00

Author:
Unknown User


Cool Idea Shanghidilly. It helps me, thankyou 2011-03-11 16:26:00

Author:
Sean88
Posts: 662


ok guys, i just pulled an all nighter so im waaay too tired to work through these at the mo.
I do however thank you in advance of me fully reading these very comprehensive replies. Thanks guys its plainly obvious that you did your best to answer my cry for help as bout as best as anyone could expect and i thank you for that.
So i'll do that justice by goin to sleep and having a crack at it when my brain is awake and can soak in what you have explained to me
I'll let ya know how i get on.
Again thanks guys. And again, this community here never fails to realy impress me. wow if only all gaming communities where like this aye?
2011-03-11 18:56:00

Author:
ghostdogg
Posts: 32


ok, i think i follow ya Shang. Thing is i got two holo things above my sackbot.
1=like a health bar but represents Chi (mana) when empty ya cant cast fireballs and such.
2=this "bar" is actualy four seperate pieces of holo to represent collected vials of "chi"
Idea being when ya chi runs out (bar#1) you can reffill it with a "stored" potion of which max u can collect is 4 (bar#2)

I tried what you explained with the selector and the negative and positive inputs, but to limited success.
I had a negsent from triangle button and a pos from impact sensor (tagged to potion vial) this made the selector switch around but did not keep the previous holo turned on.So i was always displaying only one of the vials in inventory (bar#2).

i'll keep playing round with it but if ya could get back to me on this i would appreciate it as i dont entirely like my chances of figuring this out on my own
thnx

EDIT: ok amazing stuff is happening (4 amature like me , lol) if i add aspects of Shang's post with Sean88's i can now add and subtract health, oooooh this is fun!!

EDIT: @ SEAN88. wow dude thanks, just got it all set up, tested and works a treat.
Also an extra thanks for the idea itself, awsome thats a completely different way of handeling "player health" than i was actualy thinking of/looking for....But waaaay more suitable to what im actualy wanting to produce , thanks Sean for the help and for giving me a better solution to my problem than what i was after. I realise this kind of health system may not suit everyone , but it suits what im up to perfectly. Creds to you in Levels Description
2011-03-12 11:19:00

Author:
ghostdogg
Posts: 32


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