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Health Bars without the .1 delay, and more than 66/100 per hit?

Archive: 8 posts


Is there a way to create health bars that can take damage AND healing, and be more powerful than 66/100 damage or healing and without the .1 delay between hits? Such as the current model I use, if you're hit with the same take within less than .1 of a second it will only go partially through.2012-03-30 19:11:00

Author:
RonPierce
Posts: 131


Is there a way to create health bars that can take damage AND healing, and be more powerful than 66/100 damage or healing and without the .1 delay between hits? Such as the current model I use, if you're hit with the same take within less than .1 of a second it will only go partially through.

Feedback loops. Check out Comph's video tutorials...


http://www.youtube.com/watch?v=c4GaCQ1eRVE


http://www.youtube.com/watch?v=k0sbxogAcDo


There was also a fairly long thread about it here (https://lbpcentral.lbp-hub.com/index.php?t=52358-Analog-Memory-Cell).
2012-03-30 20:50:00

Author:
Aya042
Posts: 2870


And If you don't want to watch 30 minutes of video and then try to build (but I'dd watch it anyways), I made the Health Meter Toolkit with that system. I'm still working on v6, but it should be out in the next month. Link for v5.2 in signature.2012-03-31 04:13:00

Author:
Unknown User


I have a very solid one that uses tag indicators, a .1 second timer, batteries etc which is what the original post looks to be about. I decided long ago to use this because it was considered the best, but I was wondering if there was a new one that had NO internal cooldown time (the .1 second ping) and an imput hardcap.2012-03-31 05:44:00

Author:
RonPierce
Posts: 131


both previous replies use feedback loops instead of the timer, please take the time to look through all replies as you have just discarded 2 very valid responses. Why ask for help if you just ignore the responses?2012-03-31 05:57:00

Author:
evret
Posts: 612


Relax, I just didn't understand. It looked similar to what I had. I thought they misunderstood my question, but thanks to the previous.2012-03-31 16:07:00

Author:
RonPierce
Posts: 131


You see, in the feedback loops method, it still takes around 0.1 or 0.2 sec to display on the timer. However, the actual adding and subtracting to the health value is not counted by the timer, but by combiners, so there's no delay in the brain itself. Plus it's more accurate and 5% battery deals 5% damage, not like the timer-based method.2012-03-31 17:43:00

Author:
Unknown User


Okay, i'm slowly picking it appart. Here's a question. Since everything is done with 1 tag it seems just with batteries, can I still make scrolling combat text, or would I have to create a new series of tags that is directly related to combat text? With timers I can set it to when reset it emits a hologram number attached to it. Is that still possible within the system or would I need two variations?

I'm doing this for my Last Hope project. This will be a rather large set back but if I can learn this system over time, I can better create my buff and debuff system too with less tags.
2012-03-31 19:22:00

Author:
RonPierce
Posts: 131


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