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Sackbot charge attack sequence. (long)

Archive: 5 posts


So, I am making this sackbot for a level that has a following hologram with three arrows. I've made it so when you move the right joystick your head and arm go in the direction you are pointing. On the arrow hologram I made a circuit, if the right stick and R1 are held it starts a 0.1 second timer which turns the first arrow hologram on and starts the second timer, the second timer turns the second arrow on and starts the third timer which turns the third arrow on. This makes it look like it's charging something up.
I want it to fire at different speeds depending on which charge level it's on, if you let go of R1 or the right joystick it fires. I've set it up so releasing it on the first arrow makes it shoot a little bit, firing on the second arrow makes it fire a mid range and firing on the last arrow launches at a high range. I did this so that:
first timer -> not on -> fire small range once
second timer -> not on -> fire mid range once
third timer -> not on -> fire long range once
So far it works fine, but if I edit anything on the firing microchip it goes to only firing the first on no matter how much I charge it. I assume it only fires that one because it emits in the same place and all the timers go off at the same time.
How can I fix this?
Also, I don't go on here much.
2011-12-29 08:03:00

Author:
LMMN
Posts: 58


Also, I don't go on here much.

Then, is there a point in replying? Or am I wasting my time?
2011-12-29 10:14:00

Author:
Antikris
Posts: 1340


No, I was waiting around for an answer (which I temporarily thought I had) , I was just saying because I find that people talk differently in different forums.2011-12-29 12:01:00

Author:
LMMN
Posts: 58


A picture of your logic would be helpful.2011-12-29 13:38:00

Author:
Brannayen
Posts: 438


I'd setup the logic in a self-contained system of which the arrows are merely one-way interface output. That means the speed of the charge does not depend on which arrow is selected but on an analog value that is building up; the arrows merely indicate how strong that value is.

So, you'd have your rstick from the bot's controlinator split up into a pos and neg signal; each of these would go to an inverted 1-shot counter, then into an OR gate [*1] so that when player changes L/R direction on the stick a quick pulse is fired off. You can use this to reset the strength signal.

This strength signal could be a timer, set to the amount of time you want it to take before it is built up to 100%. Set it to directional input. Wire the splitted L and R direction of your rstick to an OR gate and the output of that OR gate to an AND gate. Wire R1 to the other input of the AND gate. Wire the output of the AND gate to the timer. Now, when R1 is held and the player moves rstick in a horizontal direction, the timer starts to charge.

You'd want this timer to reset to void as soon as the rstick is changed to a new direction or just let go of. So, wire OR gate [*1] to the reset of the timer.

You can wire this timer to a continuous sound effect (set to modify sound or volume input) and/or a sequencer set to positional input: stick batteries on the sequencer canvas on key positions spanning the range of where you want which arrow to light up. So you'd have the first arrow's battery span from 0 to 100%, the second from 50% to 100% and the third at 90/95%. Wire these batteries to the holo arrows.

So, in order to make the bot dash when the strength is higher than 0 and R1 is let go, do this: wire the timer's output to a sequencer (set to positional input); place a battery on it spanning the entire width of the sequencer's canvas. This battery will be ON when the timer is >0. Hook R1 to a NOT gate and that NOT gate to an AND gate [*2]; wire the sequencer's battery to the AND gate as well. AND gate [*2] will light up for the duration that the timer is still filled. You could activate a chip with it that contains a Mover set to speed input (and wire the timer's output to that), or just activate some other logic. With this setup you now have all the triggers needed and the strength/duration signal to do your magic with.
2011-12-29 14:35:00

Author:
Antikris
Posts: 1340


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