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Another Question - Fuel Logic
Archive: 4 posts
Got another problem ere.. Firstly thanks for viewing this to find out about my issue, being... Fuel Logic What im struggling with is fuel logic. I have tried making it myself at first it was easy as friends showed me there methods. However I noticed none of them included a meter showing how much fuel was left. I set out to build this using timers and sequencers I still couldn't get my head round how it worked. Could anyone shine some light on how i could manage to get it to work. Here's a few pics: (might help) http://lbp.me/p/q5cd91g http://lbp.me/p/q5cd9yc There are 4 rectangles not 3 on the fuel meter. Oh and is it possible to refuel the car at a petrol station with a tag or any other way? Thanks Again. | 2013-02-04 18:15:00 Author: Spaceraoul28 Posts: 175 |
I'd recommend you watch this - LBP2torials FeedBack Loops vid. (Part 1) (http://www.youtube.com/watch?v=c4GaCQ1eRVE) (Part 2) (http://www.youtube.com/watch?v=k0sbxogAcDo) Feedback Loops allow you to play around with a signal strength that can be used for any kind of meter. Health meters, fuel, currency, whatever. It's a little bit on the advanced side of logic, however, it's the best way to create a fuel system that can be refilled by certain amounts and such. For the Display, you would wire your Timer that holds how much fuel you have into a Sequencer. Set the Seq to 'Positional' and place several batteries across the Seq. The Positional setting means that the Seqs playbar is 40% of the way across the timeline, when a 40% signal is wired into it. Each Battery would need to be a different length, to correspond with which parts of the display should be lit up at what times. You can also use a visible Feedback Loop to display the fuel, but I must admit, using a display like the one you've built is more original and attractive. | 2013-02-04 19:08:00 Author: Ostler5000 Posts: 1017 |
I'd recommend you watch this - LBP2torials FeedBack Loops vid. (Part 1) (http://www.youtube.com/watch?v=c4GaCQ1eRVE) (Part 2) (http://www.youtube.com/watch?v=k0sbxogAcDo) Feedback Loops allow you to play around with a signal strength that can be used for any kind of meter. Health meters, fuel, currency, whatever. It's a little bit on the advanced side of logic, however, it's the best way to create a fuel system that can be refilled by certain amounts and such. For the Display, you would wire your Timer that holds how much fuel you have into a Sequencer. Set the Seq to 'Positional' and place several batteries across the Seq. The Positional setting means that the Seqs playbar is 40% of the way across the timeline, when a 40% signal is wired into it. Each Battery would need to be a different length, to correspond with which parts of the display should be lit up at what times. You can also use a visible Feedback Loop to display the fuel, but I must admit, using a display like the one you've built is more original and attractive. Hello again @Ostler5000. I've managed to make the design (Woo!). However I've watched both videos on Feedback loops but still don't really understand them, I know how to trap a signal but still fail to understand on how to incorporate it into refilling the vehicle. Pics: http://if.lbp.me/img/ft/0ffc2c55a090d693eeb13e9294bf35473e06c4f3.jpg This is the main Fuel system The timer on the top counts how much time it takes to run out of fuel (180secs) . The sequencer beneath Is purely for displaying the fuel and have managed to complete that. The Main Issue is trying to make the sequencer decrease much time more quickly than the time it takes to fill up by Driving. You may notice that the red tag is currently decreasing the signal of the timer (this is the Fuel pump). More Pics: http://i1.lbp.me/img/ft/e11c942ec5c31a3c785dfa560c75cf05f199205c.jpg Fuel Design http://i8.lbp.me/img/ft/dd81dc6cc139ce36f5704b8fc8ffa4b83f3db671.jpg All together Could you provide any help Thanks | 2013-02-08 16:26:00 Author: Spaceraoul28 Posts: 175 |
OK, I've gone over all this in-game. Scrap the Timer - you won't need that. At least not yet. http://i9.lbp.me/img/ft/9896c139842db3af10b5b223b08cc2527720ba8d.jpg Here's what the setup for the fuel value should look like. The Blue Combiners are where your value is stored, so that Splitter is what you would wire into your Sequencer that activates the display that the player sees. The Green Microchip contains the logic where players are awarded more fuel. But we'll cover that in a moment. And the Red Battery and Timer are where you decide how quickly the metre should empty by. Set the Battery to 0%. That will stop the Timer from increasing/decreasing. And set the Timer to count to 500, with a current count of 0.1 That should roughly work out to the 3 minutes it takes for the fuel tank to empty. You can alter that whenever you feel like. http://if.lbp.me/img/ft/e8f4794fc87531684daff0814140eb8c2fc18d3f.jpg OK, this is where the logic to add more fuel is. (The Green Microchip) The Impact Sensors detect whenever players hit a collectable fuel tank or whatever. You can use any Tag and Label you like, but I've used Unlabelled Blue and Purple for the sake of an example. The Batteries above correspond to the amount of fuel each Tag should give the fuel tank. So, if you set the top Battery to 50%, when players hit the Blue Tag, they recieve 50% of the total fuel they can hold. If you set the other Battery to 20%, they recieve 20% fuel when they hit the Purple Tag. On the first picture, you'll notice a yellow Combiner and Timer, those are just there so you can see what the value of the Blue Combiner/Splitter is. You don't actually need that. Go set this up, then let me know you got on. | 2013-02-08 17:48:00 Author: Ostler5000 Posts: 1017 |
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