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Feedback looped variable values for a damage system???
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Alright, so to keep in line with making a new damage system every few weeks (I really should stop, but I think this one beats the rest), I've thought of one with the same range as before (1-864000) by just using timers (though unlikely I'd ever actually use that range) AND..... a display! (for anyone that knows my past work, the ! is there for a reason) How this works is by using a timer, with feedback loops for both healing and damage (2 different loops), which combine to adjust the timer. I can't go in my basement (PS3) since it flooded and has filled with mold, but this AWESOME description will suffice (unlikely). (Heal) = Series of adders that collect heal values (Damage) = Series of adders that collect damage values Health Feedback Loop Timer -> NOT -> Combiner+ (Heal) -> Comb.- Combiner -> Divider Divider+ -> NOT -> Final Combiner+ Damage Feedback Loop Timer -> Combiner+ (Damage) -> Comb.- Combiner -> Divider Divider+ -> Final Combiner- Final Combiner -> Timer The timer value should fluctuate based on the heals and damages that adjust it. The issue I foresee is that when, say, the unit is healed, the fed back heal value will add itself over and over (so: 5+1=6 -> 6+1=7 -> 7+....) thus ruining the discrete value I had added. Adjusting the duration might fix this, but that interferes with the next issue. Since the timer value will gradually adjust to its new value, the duration / magnitude of the pulse must be correct in order to achieve the proper value on the timer. Since I haven't been able to test this, I'm not exactly sure how important these issues are. Does anyone know/think there is a better method to this? (Better yet, does anyone know what I'm even writing about??) Found a different method that works. I'm going to add it to my tutorial when I have time. | 2011-05-29 23:26:00 Author: SSTAGG1 Posts: 1136 |
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