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Er randomizers..
Archive: 4 posts
I have several status effects in my V3 RPG Arena, most of which have specific chances to cause the actual effect. i've noticed that randomizers do actually have a noticeable pattern that prevents it from being random and I don't want the probability to be off.. most of them are 1/3 chance of getting the effect and the "rarest" effect is 1/5.. Through testing, the effect chances seem to be fairly accurate and reliable but I was wondering if I should take steps in making sure they follow the chances I have set for them. I was also wondering if a randomizer is set to only 2 outputs if this is true (or close enough) to 50-50... Ive seen a few ways to make randomizers more random and was wondering if anyone thought I should look into it... Also ever notice that the randomizer is not made by Mm_Studio (like most other things) and is instead made by LittleBigPlanet?.. just thought that was interesting. | 2011-04-27 20:59:00 Author: Dortr Posts: 548 |
IIRC, the randomizer's pattern is based on the time at which it's created, so if you have it sitting in the level it always has the same time as a seed, the 00:00 mark. if you make a microchip that gets emitted, and which has a randomizer that feeds into tags that activate the things you currently have the randomizer attached to, and then rig the emitter to something that's going to be a little different every time, say, a player sensor, since you have no idea exactly what moment the player will activate it, then I think that should make it closer to being truly random. Don't take my word for it though, I may very well be wrong. | 2011-04-27 21:09:00 Author: Speed Racer Posts: 156 |
All the characters that you can select are emitted and set to a max emitted of 1... the way my game works is you pick a "ghost" of the appropriate faction (since this is a vs game) and with the "ghost" you can select any one of 3 (current) characters with their hit boxes on them. When you die you then become a "ghost" aagain and go pick another class (or the same one since it was destroyed by you dieing) so the emitted characters do vary every time you play and in what order you pick who you want to be.. Also this is off topic but I wanted to share that ALL the hits of all the effects go into one gigantic counter into the selector, so technically if you are hit by two different attacks at once or hit while ticking from an effect you would only take 1 damage.. it actually works out well so your not taking too much damage at once and most of the ticks are offset from eachother so if they stack you should be talking proper damage... but this is of course, depending on several things like when you take on the effect if you already have one and yada yada.. you also can't take on the same effect twice since they are all on sequencers so if it selects the same sequencer while you already have it you actually take no damage... when the servers are back you guys should check it out for yourselves.. i feel like its a unique combat system that logic heads would like and I want it too be balanced... | 2011-04-27 21:57:00 Author: Dortr Posts: 548 |
I'm a logic head... though I'm sure in a weeks time when the network is back up I'll completely forget to queue this... If you remember, please remind me. I'm assuming you are using the probability method with OR gates to get the probability effect (1/5, 1/3 respectively). I've found that increasing the number of inputs on the OR gates to a ratio equal to 1/5, but like 2/10, or 3/15, actually works better. Even if it is following a pattern, it becomes harder to recognize if the number of options the randomizer can choose from are so high. | 2011-04-27 23:00:00 Author: shane_danger Posts: 283 |
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