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#1

Exceeding 100% analog signals

Archive: 9 posts


In the past, it's been something of a pain to try to exceed 100% for an analog signal from what I understand. I haven't tried much with it honestly, but I know that score givers and sensors can be used to generate them during play mode. But what I was thinking was that now with the memorizer these signals could be memorized during play, captured, and be used like you would use a battery. My question is this:

Would this work? (I'm pretty sure it will)

But also, can this be applied to addition/subtraction logic?

For example, could I capture a 120% signal and subtract 50% from it to get 70%? Or would this not work?

I haven't had an opportunity to try much with this so I just wanted to open the floor for discussion on it.
2014-07-26 20:52:00

Author:
Tynz21
Posts: 544


Just out of curiosity, Why would you want to exceed 100% analog signal?2014-07-26 22:53:00

Author:
osvaldo_mtz
Posts: 19


Just out of curiosity, Why would you want to exceed 100% analog signal?

To make things easier. I use feedback loops in my level for health, so a 100% signal attack will do a full health bar of damage. However, this same level make makes use of analog based skills, one of which is defense. For the sake of level progression, Id like to be able to use signals up to around 170% so that after subtracting the defense and armor modifiers I can still be dealing damage that takes most of the health. There are other ways I could work it, but this would help a lot in terms of optimization an make the logic a bit simpler to deal with.d
2014-07-26 23:04:00

Author:
Tynz21
Posts: 544


That's very interesting. Well, sadly I barely work with signals when I make levels so I am not very experienced with them. Therefore I did not really understand all the language you used in both of your posts. xD Good luck on that though.2014-07-26 23:57:00

Author:
osvaldo_mtz
Posts: 19


The memorizer, score givers/ sensors do work for that purpose. However it is a lot more practical to simply use OR gates set to addition input action. You can also use a scoregiver as a signal probe in create mode to confirm that you are getting the signl strenth you want.2014-07-27 00:11:00

Author:
actio1_618
Posts: 81


The memorizer, score givers/ sensors do work for that purpose. However it is a lot more practical to simply use OR gates set to addition input action. You can also use a scoregiver as a signal probe in create mode to confirm that you are getting the signl strenth you want.
I didn't realize you could do that. I thought the adding capped at 100% so I started figuring roundabout ways to do things lol.
2014-07-27 06:56:00

Author:
Tynz21
Posts: 544


This pertains more to the relevance of the score giver section of this, but if you do this (https://lbpcentral.lbp-hub.com/index.php?t=89662-Non-Latency-Flow-Gate) before a score giver, then it scales instantly rather then in 1 second, thought this would be useful to know (this perticular use of this (https://lbpcentral.lbp-hub.com/index.php?t=89662-Non-Latency-Flow-Gate) was discovered by coolman100)2014-07-27 21:00:00

Author:
amiel445566
Posts: 664


Lol that's great. My one shot scaled scoregivers involved either emitters or cycling trough a bunch of different scoregivers to let them cool down. I feel my quality of life improving already.2014-07-28 21:37:00

Author:
actio1_618
Posts: 81


I wanted to do something like this since I use numerical values for my turnbased RPG. But I just couldnt figure out a way to get those 9999 HP values I wanted or even exceeding that for boss fights. I never knew about the score givers though. Thats pretty cool!2014-07-31 18:40:00

Author:
Rpg Maker
Posts: 877


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