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comphermc's timer health bar % issue

Archive: 5 posts


Tried to search but couldn't find a thread talking about this. I watched Comphermc's tut very carefully to make sure it was actually happening and not because of differences changes I made and the tut's logic. Turns out this behavior is in the tutorial as well.

Seems that when Red Hit 3 hits and takes 20% it doesn't really take 20% exactly, it's a smaller number, as it starts off with less than 100% health, gets hit 4 times, and visibly him getting hit a 5th time wouldn't take it down to 0.

I've tested with a 100% battery and it only takes it down to 40% or something (can't remember completely). Can someone explain this?

I saw a thread on some complicated RPG health bars and it was talking about .1 timers, and .2 timers and how the longer timers have more HP. but it wasn't really certain to me what exactly is causing this or how to make it so you can make it lose exactly 25% health, or gain exactly 50% back.

I'm doing it exactly like in comphermc's tutorial.
2011-04-18 19:08:00

Author:
Unknown User


got the function for the number of hits needed

y = 97.1(.846)^x
where x is the number hits needed
and y is the battery percent with a .1 timer(subtraction timer)

like say 10 hp, so every 1hp damage will have 15.8% battery (round up to 16)
5 hp damage would be 15.8 x 5 -> 79%
7 hp damage would be 15.8 x 7 -> 110.6%
for this, use a .2 sec timer with battery of 111/2 -> 55.3 round up to 56%

hits: battery percent
1: 189.8%
2:89.8%
3:58.0%
4:42.5%
5:33.4%
6:27.4%
7:23.2%
8:20.1%
9:17.7%
10:15.8%
15:10.2%
20: 7.5%
25: 5.9%
2011-04-18 19:55:00

Author:
sonofbrave
Posts: 107


Thanks.

Now with a 'mana' type meter (hover meter) I noticed a separate type issue, that seems to be due to behavior of timer with input set to speed scale. Seems that once the timer reaches 100% (.1) it turns the signal on, and will not turn it off until it reaches 0%, so when i get a hover pack it restores part of the meter, however you still cannot hover as the timer is still outputting a signal, and doesn't stop until you take it back to 0% (full recharge, same as resetting it)

Since on the timer wiki page it says it also outputs an analog signal that is the % of the timer's progress I tried to use addition to add 1% to the output, like so:

100 + (100 - timer output - 1) so that maybe it would trigger the tag at 99% (+1 which gives it an on signal) and used a NOT gate to make sure once the tag is triggered the timer won't be incremented anymore, but it didn't work. Even when I tried adding 20 so the signal would turn on more obviously before the timer is filled, it still continued to fill all the way.

Upon closer inspection it would appear the direction combiner that is subtracting the timer's output from 100 receives signal from the timer but there is no signal out of that direction combiner UNTIL the timer is fully elapsed to .1 which puts us back at square one.

I need to be able to hover without refilling the entire gauge as there's no drops that fully give you 100% back, only 1/8 and 50%.
2011-04-18 20:45:00

Author:
Unknown User


uuuummm challenge accepted? ill add friend u.

cuz i wana do this in sackperson

it'd be too hard to explain in text, or understand in text..
2011-04-18 20:50:00

Author:
sonofbrave
Posts: 107


okay. i'm having some PSN issues right now though. Once I get them resolved I'll prolly get your request and add you back.

Update: sonofbrave just finished helping me with this in game. Thanks man, really helpful !

For info purposes: changed the timers for the hover gauge to start/stop and used a sequencer set on positional.

sonofbrave, I was a bit confused at how the hover empty tag is activated, as it seems the battery is placed on the entire sequencer.
2011-04-18 21:11:00

Author:
Unknown User


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