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How To make A Wireless Damage Sensor

Archive: 9 posts


This is my first Tutorial out of many sure to come.

A couple weeks back,I asked how to make a wireless damage sensor. Didn't get much of a reply. So i finally figured it out. I'm pretty sure you top notch creators already knew this but here goes.

How to make

It's relatively SImple. So Say you have a Top down Shooter. And you have a ship that shoots Homing MIssle. And everytime you actually impact a target, You get Extra points or Etc. Heres how to build. ON your missle, put a MC on and aside from the other Logic on it. Just put a IMpact Sensor with the enemies ship tag/name on it. (If it's holo, make sure to check touching)
Next, get out a hologram and make it very small and set brightness to 0. Put a tag on it and name it..(I name mine successful hit 1) SAve that and continue back to the Missle Microchip. get out an emitter and put the Succesful hit tag on it.
Change the settings to the according.

Emit once
Lifetime: .1 seconds
Emit Once.
X
Appear
Dissappear.

So after that your done. Right?! Right?!!!
WRONG!!!

Now go to your ship and open a MC. Connect a Tag sensor with very high maxium settings. MAke sure you put the LAbel as successful hit 1.(or whatever you used for the tag label.) Then connect that to whatever bonus you get, such as extra points.

Now you're done.

And remember, this can work on anything, say if you're are using sackbots. Just do the same thing to your attack, and attach the tag sensor on the sackbot. Simple.

I will try to upload pictures soon. And if you don't understand just reply here and i'll try to get you your answer.
2011-08-01 05:43:00

Author:
fighterwindplus
Posts: 403


I don't know how similar it is, but my wireless damage system can be found in my sig. Your design may actual use up less thermo though, since every projectile of mine required all the logic stored on it, whereas your design, only successful hits resulted in the rest of the logic being created.

The great thing about wireless is that you can use any analog value whenever you want. Typically, with wired damage, you needed a pulse for each damage amount, which meant a different set of logic for every damage amount. Of course, 864000 health/damage is absurd, but it's completely functional, which is pretty awesome. The only reason I can't hit 1,000,000 is because timers only go up to 86400.0. You could always scale values to create fractions <1/86400.0, but that would get very complicated very quickly, and due to the inaccuracy of such small fraction, would be hard to use.

I'm interested to see these pics. I wonder how similar our designs really are, if at all.
2011-08-01 06:27:00

Author:
SSTAGG1
Posts: 1136


Hmm yes. Ifound it easy to use. This method could be use to have medals such as 5 succesful hits in a row. to equal extra points or a power-up to say. But this could also equal different version. Such as killing or other things depending on how you want it. And yes, it takes up barely any thermo. But I will probably upload pictures tommorow or maybe even tonite.

Edit: Just checked out your tutorial, very nice.
2011-08-01 07:00:00

Author:
fighterwindplus
Posts: 403


So here's some pictures to help you understand a little better.
http://oi54.tinypic.com/34ycnzn.png
So basicly I have a controllable missle that my player control, and so aside from the other logic you just add in this logic. An impact with the tag of your enemy. wired up to an emitter to make this tag.
http://oi52.tinypic.com/2cxizcn.png
For my certain level, I called the tag, succesful missle. And so from then just go to your (Sackbot, ship, etc) And attach a Maximum setting tagsensor with those same settings on to your MC. Then set up whatever you want to happen after a succesful hit. For my particular level It raises a meter and when it's full your able to use your special attack.
http://oi54.tinypic.com/ael5p4.png

this method is a great way to do limiti breaks in an RPG, kill streaks, and make the game more interesting overall. If you have any questions, please fell free to ask.
2011-08-01 20:35:00

Author:
fighterwindplus
Posts: 403


Thank you for the pics, it helped alot 2011-08-02 14:44:00

Author:
zzmorg82
Posts: 948


May I add: if you have an object that gets barraged like no tomorrow but only gives out one persistent collission signal due to the impact of so many bullets at once, you may want to stick that impact sensor on a microchip, wire the sensor to a NOT gate outside of the chip and wire that gate to the activation input of the chip. What happens next is that any impact will turn the chip off; because that will deactivate the sensor, the chip immediately turns on again and if there is still a bullet present the cycle repeats creating a stream of impact pulses. Of course, you would need to destroy a bullet once it impacts or else one bullet will cause more than one impact pulse - which it shouldn't, right?2011-08-02 17:14:00

Author:
Antikris
Posts: 1340


May I add: if you have an object that gets barraged like no tomorrow but only gives out one persistent collission signal due to the impact of so many bullets at once, you may want to stick that impact sensor on a microchip, wire the sensor to a NOT gate outside of the chip and wire that gate to the activation input of the chip. What happens next is that any impact will turn the chip off; because that will deactivate the sensor, the chip immediately turns on again and if there is still a bullet present the cycle repeats creating a stream of impact pulses. Of course, you would need to destroy a bullet once it impacts or else one bullet will cause more than one impact pulse - which it shouldn't, right?
For multiple impacts, use a tag sensor that senses more than 1 tag. For 5 simultaneous impacts (I'd stick to 2 though), use 5 sensors. Each one detects 1 more tag than the last (1, 2, 3, 4, 5).

1 Tag sensor detects highest value, 2 tag sensor detects 2nd highest value, and so on. It's how I incorporated it into my design, and works brilliantly.

Also, yes about the destroyer, but you need to be careful about timing it. You need a single frame for the tag to deal the damage. I just use a sequencer to activate a battery, and then a destroyer. The impact that turns on the sequencer also turns on the tag.
2011-08-02 17:56:00

Author:
SSTAGG1
Posts: 1136


May I add: if you have an object that gets barraged like no tomorrow but only gives out one persistent collission signal due to the impact of so many bullets at once, you may want to stick that impact sensor on a microchip, wire the sensor to a NOT gate outside of the chip and wire that gate to the activation input of the chip. What happens next is that any impact will turn the chip off; because that will deactivate the sensor, the chip immediately turns on again and if there is still a bullet present the cycle repeats creating a stream of impact pulses. Of course, you would need to destroy a bullet once it impacts or else one bullet will cause more than one impact pulse - which it shouldn't, right?

hmm okay, but the only problem with that is my emitter is set to emit once which will still keep the sensor out even if the chip gets turned off. And if the attack was a barrage it would probably get every other depending on how fast the attack is.
2011-08-02 18:35:00

Author:
fighterwindplus
Posts: 403


hmm okay, but the only problem with that is my emitter is set to emit once which will still keep the sensor out even if the chip gets turned off. And if the attack was a barrage it would probably get every other depending on how fast the attack is.

I see you are not putting a wire in tags to activate them. Why is this? If it is because you want missiles or enemies die instantly on hit (that would leave no time to activate a tag), you can postpone the destroyer by 0.1s while activating the tag immediately. If 0.1s is too long for fast moving objects that will cause harmful impact with yourself while they should have been dead, then use a 'lethal' tag on those objects that you detect and which you disable as well immediately on decimation.

The barrage suggestion I did only applies to enemies that require more than one hit to be destroyed. Detecting those separate hits (and if you like, giving points for them) is rough when a dozen projectiles per second are pounding it.
2011-08-03 07:27:00

Author:
Antikris
Posts: 1340


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