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How to make combos?
Archive: 3 posts
I am making a fighting game using hologram animations and i was trying to figure out how to make combos. (Like if you press square three times in quick succession it does three slashes.) I'm pretty sure I have to use a sequencer for this and a timer to make sure they are pressed in succession, but when I fiddled with it I couldn't get anything to work. So anyone who knows how to set up the logic please help! | 2012-03-30 03:23:00 Author: EndofLight Posts: 24 |
The key to this is going to be a selector. You'll have to use the output of the first button press (square for example) to activate a timer counting down. This timer will be the amount of time the player has to press the next button. The first button press of the combo should activate the second port of the selector (the first will be used for "off") which is wired to your animation logic for the first part of the combo. If the player presses square again *hint* AND *hint* the timer hasn't run out, the next input of the selector is activated and the next animation plays out, so on and so forth... You'll then need some way of resetting the system if the player doesn't press the buttons quick enough or they press the wrong button. I'm thinking a NOR (inverted OR gate) going into input 1 of the selector. Attach all of the outputs for the various combos into that and it should reset itself if the player presses the wrong button. I haven't actually made combo logic before, that's why it's a little vague; but, hopefully you get the idea. A quick google search brings this back: https://lbpcentral.lbp-hub.com/index.php?t=44701-LBP2-Combo-Sequence-Toolkit You can probably use that to get something working for you | 2012-03-30 04:47:00 Author: KnutsoPX Posts: 116 |
An easy way to do it in my opinion is have 3 counters set for 1 press, 2 presses and 3. (or what ever many) Then have the first one linked to an action and at the same time reset a timer which would be the given time for the combo, then when that combo timer refills it would be set to reset the counters. Thus, in order your actions 1 will go off with 1 press, 2 with 2 presses and so on until your complete the combo or time runs out. You can also have a shorter time and make each press reset if you wish to do it per-attack and not overall. Either way works! This is doable in many efficient ways. This one is just simple. | 2012-03-30 19:20:00 Author: RonPierce Posts: 131 |
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