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#1

Wjat

Archive: 4 posts


What's the best way to make holographic projectiles?

I have several projectiles that I currently use that use the standard impact sensor, but I'm trying to make a few weapons that will travel through multiple enemies, so I'm using holographic material for that and using tags but with little success. What's the best way to do this?


Also, what's the best way to make projectiles do different amounts of damage? I have multiple tagged projectiles that raise the target's counter rate by different amounts by using multiple .1 second timers depending on how much damage I want them to do. It seems like I'm over complicating things though.
2012-03-06 21:56:00

Author:
Unknown User


Make sure the Impact sensors ask for the right tag and have include touching on the impact sensors, (and make sure the holographs are set to a thick layer)

For the damage types what I do is very similiar to yours, except i have the impact sensors reset a full inverted counter (the # of the counter determines the damage), when it resets it turns on a pulsing .1 second timer that is used to subtract from the HP counter (and have a Big OR gate in between this for all the other damage rates) that also increments the inverted counter, so it stops subtracting heath once the inverted counter is full again.

Its not the best (i'll bet there are better ones out there) becuase if your target gets again during the HP subtracting part, it won't count, so you have to minimize the damage rates and HP, say 2 damage from a 20HP target instead of 20 damage from a 200 HP target. So you'd use a 2nd counter in the logic for decimals (preferebly seperate for damage, it doesn't make it accurate but at least its something)

Hope this helps
2012-03-06 22:57:00

Author:
JKthree
Posts: 1125


You can use impact sensors for the holographic material as well?


Also, what you were saying about damage gives me an idea. I could possibly use multiple health bars for each enemy. So instead of one bar that has 50 health, use 5 bars that have ten health each and projectiles that trigger each one for less of an amount. That seems like it could make it more accurate, and would register the damage faster.

I use ten different .1 timers on my heavy damage, and each one triggers the next one and resets the previous one , so even with multiple hits of the same type in rapid succession it will still register the full damage. (I think)

EDIT - After thinking about that, I don't think it would work. You would need an all gate to trigger the destruction, but I'm not sure you could avoid easily avoid the damage triggering the already full counters, leaving significant error at the end of the health bars.
2012-03-07 04:22:00

Author:
Unknown User


You can use impact sensors for the holographic material as well?

Yep. It's a fairly typical configuration. Use one piece of hologram to represent the 'hitbox' of the enemy, and another for the projectile. If the projectile has, say, a green tag attached, and the enemy hitbox has an impact sensor set to detect green tags, then it will output a signal whenever the two pieces collide, so you can use that to determine when an enemy unit needs to take a hit.

To allow the projectile to collide with multiple enemy hitboxes before being destroyed, you can additionally put, say, a blue tag on the enemy hitbox, and an impact sensor set to detect blue tags on the projectile. You could then do something like attach the impact sensor to a counter, and make it destroy itself after a certain number of hits.

For variable-damage projectiles, it's probably best to use an analog feedback (http://www.youtube.com/watch?v=c4GaCQ1eRVE)-based system like this (https://lbpcentral.lbp-hub.com/index.php?t=62776-Health-Meter-Toolkit-All-your-health-meter-needs).
2012-03-07 15:53:00

Author:
Aya042
Posts: 2870


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