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#1

Countdown Timer

Archive: 5 posts


I'm having some serious blehs here.

I need a countdown timer to appear on the HUD upon command.

The Timer widget doesn't work, at all, ever. It just does nothing. And it exists without being told to. Even if there is HUD tweaker explaining that it should be there.

Is there another way?

And or a way to get the countdown timer to actually, countdown.

I could easily be missing something there is a lot coming at me at once lol
2012-12-19 04:29:00

Author:
anarchowolf
Posts: 194


my eliminator tutorial (lesson 6) has a countdown timer in it. Its not appearing/disappearing but it is working and counting down 2012-12-19 07:08:00

Author:
TheAdipose
Posts: 533


My understanding is a countdown timer should work with any HUD dial or progress bar.

? I first place the HUD icon where I want it (found far right in the popit with all the other logic).
? Then I tweak the icon and change the name at the top to something easily recogniseable like "health" or "charging progress." That makes it easy to identify when you place your HUD tweaker, which must go on the spawn point or in a microchip/controllinator etc on the spawn point. Naming it makes it easy to work with if you have more than one of the same sort of icon on the screen. The change won't be visible in the HUD screen, it is used later in the "HUD tweaker."
? Place the ?HUD tweaker?and timer on your spawn point.
? Attach the timer output to the "HUD tweaker." The timer won't count down unless you have something activating it (like a yes/no, counter or battery) otherwise it just counts up as soon as the level starts. I would tweak the timer to "countdown" too.
? Tweak the HUD tweaker so that two things are set up: locate the right sort of HUD icon you used from the list, e.g., dial, timer, hit counter etc. Below this is a setting where you choose the named HUD icon we named earlier.

That is it. You might need to experiment with the type of HUD icon you want to use, not all will have work with a countdown timer. I've used this process in a level I'm publishing this week so let me know if it works for you.

2012-12-19 07:24:00

Author:
aratiatia
Posts: 374


I don't know if you can show and hide regular HUD timers, but you might be able to do something with a flasher tweaked to use a timer.2012-12-19 11:14:00

Author:
Rogar
Posts: 2284


Well the timer itself works just fine, I just really want to make the timer HUD appear ONLY when the timer is activated and have it count down. unfortunately it has an always on quality and even if it's not counting, it shows on the HUD.

I settled with something a little less but works the same.

But even that started getting odd on me as my emitter stopped emitting the object with the logic on it properly! Everything was fine until the very, very end. Like one or two extra small details end... And replacing the emitter won't stop that, it just flickers the object, instead of emitting. It makes no difference what the settings are either. O.o

I could of course TRY to use a series of stickers/flashers and combine that with the threshold. Theoretically that should function just fine. But I'm not digging risking breaking anything more, at the moment.

It would be nice if we could get an "act/appear on command" HUD timer.
2012-12-19 23:14:00

Author:
anarchowolf
Posts: 194


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