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Top down shooter (Heath bar regenerate)

Archive: 6 posts


Hi all. I am trying to figure out how to regenerate my heath bar.
I have this so far............

6 squares of holo (heath bar)
Impact sensor wired to selector. 2 to number 6 is each conected to each square of holo turning the light off every time i get hit. After the last square goes off i die. Got that sorted

What way could i have it, so that maybe when i drive over (vehical used here) a square tile (on floor) my squares of heath reset back to full. Thinking of using player sensor. If i did that what logic could i use to connect to selector? hmmmmm
2011-05-25 11:39:00

Author:
Unknown User


6 squares of holo (heath bar)
Impact sensor wired to selector. 2 to number 6 is each conected to each square of holo turning the light off every time i get hit. After the last square goes off i die. Got that sorted

What way could i have it, so that maybe when i drive over (vehical used here) a square tile (on floor) my squares of heath reset back to full. Thinking of using player sensor. If i did that what logic could i use to connect to selector? hmmmmm

Hi Paul -

I have a great idea for how to make this work, but I'm not sure I can explain it without knowing exactly how you have the other logic in the level set up. Can you invite me for this one? PSN is shane_danger.
2011-05-25 18:38:00

Author:
shane_danger
Posts: 283


I will add you as a friend on my psn. Then hopefully i will see u online soon. I am in UK so not sure what area of world (time zone) you are.2011-05-25 20:39:00

Author:
Unknown User


I am EST (GMT-5)

see you in game!
2011-05-25 22:40:00

Author:
shane_danger
Posts: 283


Shane. Are you sure you are not confusing a selector with a sequencer again?

I'd use a sequencer (as described in many hp bar tutorials) containing a stairs-like shape of batteries that light up more blocks the further the positional sequencer progresses on its timeline. Hook that up to a counter with a directional combiner in front of it. When player gets his hp back, you can briefly activate a chip that contains a looped NOT gate that feeds the positive channel of the splitter. Any damage taken reduces the counter. To determine death, the easiest way would another battery on the sequencer in the right position.

If you are indeed talking about a selector, have the full health event briefly pulse channel 6 (assuming that is the full hp channel). Wiring a line to a 1-shot counter that resets itself guarantees a pulse that you can wire to that selector.

Another option altogether is not using holo blocks but instead a piece of invisible holo with a visible counter on it.
2011-05-25 23:34:00

Author:
Antikris
Posts: 1340


Shane. Are you sure you are not confusing a selector with a sequencer again?

LOL

No, I had it straight this time... thanks!

And I was planning to use a sequencer. If for some reason your selector loops you'll end up dying with full health. It's not the best solution.



I'd use a sequencer (as described in many hp bar tutorials) containing a stairs-like shape of batteries that light up more blocks the further the positional sequencer progresses on its timeline. Hook that up to a counter with a directional combiner in front of it. When player gets his hp back, you can briefly activate a chip that contains a looped NOT gate that feeds the positive channel of the splitter. Any damage taken reduces the counter. To determine death, the easiest way would another battery on the sequencer in the right position.

If you are indeed talking about a selector, have the full health event briefly pulse channel 6 (assuming that is the full hp channel). Wiring a line to a 1-shot counter that resets itself guarantees a pulse that you can wire to that selector.

This is along the lines of what I was going to set up. We're gonna work on it tomorrow. If you're on I'll invite you.

HP PARTY!
2011-05-26 00:24:00

Author:
shane_danger
Posts: 283


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