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#1

LBP2 math

Archive: 5 posts


So I need to know how to to math in lbp2...for example

player is hit with red tag -5 out of 100
player is hit with blue tag -25 out of 100

now I could probably build something with a timer and counter but that is not what I am looking for because it would take 2.5 seconds for the blue tag. I need a way to calculate "damage" instantly with variable amounts. Is this possible?
2011-09-30 23:39:00

Author:
Turtlelink2
Posts: 73


check these out:

LBP2-Torials 05: Health Bars And Addition Applications (http://www.youtube.com/watch?v=JXJzQrsGxpc&hd=1)
LBP2-Torials 02: Signal Addition And Subtraction (http://www.youtube.com/watch?v=6TCbjIm5kSo&hd=1)
2011-10-01 00:19:00

Author:
GribbleGrunger
Posts: 3910


from the brief amount of the video it looks like this is based in percentage, what if I want the enemy to have 275 hp?2011-10-01 18:44:00

Author:
Turtlelink2
Posts: 73


You change the battery signal strength in Comph videos to match the amount you need. I think you can also change the timer to 1 second if you want 1000 health. Then to 10 if you want 10000 health. And so on. Moving it to one second would make a damage signal strength of 50 take 5 percent. In theory, you could change the timer to .2, .3, .4, etc. But I have not tried this. So don't hold me to it.

--Teh Nut
2011-10-01 19:12:00

Author:
Speedynutty68
Posts: 1614


The other option is to go with binary arithmetic and use a series of full adders/subtractors. You can find the circuit diagram for these online.

Here's an in-game implementation of a 4-bit full adder/subtractor adding 1 and 2 to give you an idea.

http://id.lbp.me/img/ft/76dda3778c93c5994078973cd17dec658d2523db.png
2011-10-02 15:33:00

Author:
Ayneh
Posts: 2454


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