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#1

Timer/Counter partial reads.

Archive: 4 posts


ok, is there a way to get the timer to stay activated when its only partially full? i mean, after its been emptied/filled and switched off, is there a way to make it activate with only a partial amount put into it. Alternately, is there a way to fill a counter in blocks? like, a counter with 100 counts on it, is their a way to fill it with 20 in one go or does it need to be one at a time?2012-08-15 23:01:00

Author:
Unknown User


For getting Counters and Timers to activate with only a percentage filled, I normally wire the Counter into a Sequencer, set to 'Positional', Then I place a battery inside. If the battery stretches the entire length of the Seq's Chip, then any signal greater than 0% will cause it to be active. Wire that Battery into whatever it needs to be wired into.

Regarding filling up counters by more than 1 value at a time, I can't think what you would need that for - My advice is try looking up Signal Loops. Comphermc has a great tutorial on the LBPlanetorials Youtube channel.
Signal Loops use Timers, but they can add remove various numerical values. Most often used for health bars and such.
2012-08-15 23:56:00

Author:
Ostler5000
Posts: 1017


The idea was for ammo. I couldnt get the timer to read a partial setup so you couldnt get a partial reload and then fire. I wanted the counter set up to add more than one to take the place of the timer, sine it can remain active when inverted with only 1/100 reading. I hadnt thought to use the sequencer. I'll give it shot, thanks.2012-08-16 00:19:00

Author:
Unknown User


The idea was for ammo. I couldnt get the timer to read a partial setup so you couldnt get a partial reload and then fire. I wanted the counter set up to add more than one to take the place of the timer, sine it can remain active when inverted with only 1/100 reading. I hadnt thought to use the sequencer. I'll give it shot, thanks.

You must be kidding yourself if you're asking for "Timer/Counter partial reads" instead of an ammo system. I've built an entire realistic ammo system utilizing feedback loops, phort's signal display logic, and other handy logic from the Creator's Toolkit and pivottt's Health Meter Toolkit with clip ammo, reserve ammo, and the ability to reload whenever possible, which is used in my level Zombie Epidemic, and I'd be happy to explain how it works or assist you building your own. (It's quite a lot though, building it takes forever; it took me a week.)

You'll probably be better off renaming this help "Ammo help," since that appears to be what you're looking for.

@Ostler5000: Feedback loops don't utilize timers at all. Not a single timer is involved in my feedback loops used in my reloading logic. (If you're mentioning the use of a timer override device, all that does is interpret signal strength with a delay as long as the maximum time of the timer.)
2012-08-17 02:46:00

Author:
BIGGamerer
Posts: 182


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