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Reload cycle??

Archive: 4 posts


K so im making an epic fps on lbp but i cant figure out how to do a reload cycle. Can anyone please help??? the reload cycle needs to stop the progress of firing which is controlled by the R1 outpt of the conrolinator. Please help!2011-06-20 22:59:00

Author:
Unknown User


Connect the button that activates the projectiles to a counter. (For the purposes of this explanation, I'll call it button A from now on.) In the counter settings, choose the number of projectiles you want to be shot before the reload cycle occurs. Connect the output of Button A to one input of an AND gate. Create a NOT Gate, and connect the counter to it. Then, connect the NOT Gate to the second input of the AND Gate. Wire the output of the AND gate to whatever is firing the projectiles. If you are using an emitter, make sure it's set to one shot. For the reload cycle, you might want to make an animation. For this, I would use a sequencer. Place batteries on the sequencer and wire them up to the different hologram pieces you wish to use in your animation. If you prefer to simply delay the projectiles WITHOUT any sort of animation, create a timer. Connect the output of the previously created counter to the input of this timer. Then connect the output of the timer to the RESET on the counter. Simply put:

Now you will have a delay after a certain number of projectiles is shot out, thus simulating a reset cycle.
2011-06-20 23:29:00

Author:
synchronizer
Posts: 287


FPSs can be very complicated, so if you're having trouble with this, I hate to say it, but you're going to have a lot of problems making this further on. I can post a pic of my model, but it won't be for a few hours (or a day, depends). It's a top-down shooter, but they should function the same.

Is it single shot or fully auto (or both?). My setup has a toggle for fully auto, burst, and single shot. Uses a counter, with different numbers of pulses depending on input. Each pulse activates an emitter and decrements the counter by 1. When the counter runs out, it triggers a timer and disables the fire button input. Once timer is finished, it returns function to the button, and resets the ammo count.
2011-06-20 23:36:00

Author:
SSTAGG1
Posts: 1136


I would like to thank you both but about 5 minutes after i posted this i figured it out myself i just wasnt thinking hard enough. Silly me. And to be honest? its not ACTUALLY an fps, it is in truth a top down shooter, i said it wa an fps because i knew it would most likely attract more attention, get smarter people to reply (because they're harder to create) and i knew the basic fundamentals would be the same and could thus be tweaked until i had what i wanted. Sorry for any misleads. Once again thank you both.2011-06-21 00:01:00

Author:
Unknown User


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