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Status Bar
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Hey everyone, I'm making a level that uses a status bar and a sackbot that emits projectiles. I would like to display the number of projectiles left with hologram numbers, rather than displaying it with a counter or timer. I know I can do this with a sequencer and batteries, which I used for the health display, but I would like to have a large maximum of projectiles, up to 30. I was wondering if anybody knew an alternate and cleaner way to do this (not using batteries), because having 30 batteries with 30 wires all over the place makes things very messy and confusing. Thank you! | 2011-08-08 14:26:00 Author: Unknown User |
Unfortunately you're probably going to have to have something similar to that - with all the wires I mean. I've used virtually the exact same setup on a level where I need to count up to 30 and I did that using selectors. You have a 10 port selector controlling the digits and a 4 port selector controlling the tens. The 10 output ports should be connected to their corresponding numbers - port 1 to holo 1, port 2 to holo 2 etc., all the way up to port 10 to holo 0. Do the same for the second selector for 1(0), 2(0) and 3(0). Now all you need to do is set your logic up so the correct numbers are displayed. You'll want to connect a directional combiner to the cycle input of the 10 port selector and when you shoot a projectile it triggers the negative input - that will lower the number by one each time you shoot. In addition you'll want a similar setup on the 4 port selector. Instead though, you'll want to have some logic that knows when you're going from 0 to 9 to then trigger the negative input of the directional combiner. With this setup you will count down from 30 to 0. To increase your projectile count use the positive ports of the combiners, triggering the second one when going from 9 to 0. Hope that helps, if you need any more details just ask as I haven't explained some of the logic in detail. | 2011-08-08 15:02:00 Author: Xaif Posts: 365 |
You'd need 4 ports on the tens to count from 0 to 30. | 2011-08-08 15:05:00 Author: Rogar Posts: 2284 |
Lol, of course you do, silly error. =P | 2011-08-08 15:50:00 Author: Xaif Posts: 365 |
Unfortunately you're probably going to have to have something similar to that - with all the wires I mean. I've used virtually the exact same setup on a level where I need to count up to 30 and I did that using selectors. You have a 10 port selector controlling the digits and a 4 port selector controlling the tens. The 10 output ports should be connected to their corresponding numbers - port 1 to holo 1, port 2 to holo 2 etc., all the way up to port 10 to holo 0. Do the same for the second selector for 1(0), 2(0) and 3(0). Now all you need to do is set your logic up so the correct numbers are displayed. You'll want to connect a directional combiner to the cycle input of the 10 port selector and when you shoot a projectile it triggers the negative input - that will lower the number by one each time you shoot. In addition you'll want a similar setup on the 4 port selector. Instead though, you'll want to have some logic that knows when you're going from 0 to 9 to then trigger the negative input of the directional combiner. With this setup you will count down from 30 to 0. To increase your projectile count use the positive ports of the combiners, triggering the second one when going from 9 to 0. Hope that helps, if you need any more details just ask as I haven't explained some of the logic in detail. Thank you Xaif! 14 wires is much better than 30. My only question is how did you set up the logic so that the tens counted down or up when going to 0 to 9 and vice versa in a way that didn't get messed up if going from, say, 16 to 21 for example? | 2011-08-08 16:38:00 Author: Unknown User |
Check out the counter tutorial in my sig. | 2011-08-08 18:22:00 Author: Antikris Posts: 1340 |
Check out the counter tutorial in my sig. Thank you! Not only did that work, but now I'm not limited to 30 projectiles, but however many I want! I chose 99 just to keep it simple. One more question for ya. Do you know how to make adding and subtracting instantaneous or near it? For example, I have power ups that add 5 or 20 projectiles, and a move that subtracts 8. I have a way to add and subtract these, but it does it rather slowly and the person can continue emitting projectiles while these are still in the process of counting, which pretty much prevents it from adding/subtracting the full amount before it finishes. | 2011-08-08 20:52:00 Author: Unknown User |
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