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#1

Health Bar Possible?

Archive: 7 posts


Was searching around and didn't find anyone already asking this...

Is a health bar possible in LBPK? And is it possible in the HUD or would it be a material like Hologram ?

Is it possible to replenish the health bar? Say like visiting ONLY a certain area and hitting a certain button to refill that health bar?

This could also be viewed as getting gas for your Kart. That bar runs out and maybe points disappear till it's Game Over!

Has this been done on a level I can view?
2014-07-28 14:56:00

Author:
MaxxAmmo
Posts: 82


IIRC it's possible with one of the HUD elements. I had some plans, but anything I might have had would be stuck on my old PS3. Maybe I'll boot up the game later and refresh my memory.2014-07-28 16:17:00

Author:
Rogar
Posts: 2284


There are some "progress" bars in the HUD device options (at least one, I think 2). If you have it set up to a counter (I'm planning on using it for a boss in my WIP but haven't experimented with it yet), and use a speed sensor hooked to a timer (say, .5s count up, its own output hooked to its reset to keep it cycling while on) hooked into the counter, with the counter hooked to the HUD device and however you'd turn off the accelerator (handling tweaker or directly interfering with the accelerator on the kartinator are the things that come to mind). You can set up a player sensor hooked to a transmitter set to self only (or a tag/tag sensor), which hooks into the reset of the counter.

Also, you can set the counter to the forward/reverse setting (I think it has that option), use a direction combiner (speed sensor set hooked to +, player sensor set with a cycling timer set to the -). Also set the logic for "refueling" to stop the "consumption" process (I imagine an AND logic used between the speed sensors timer, and the player sensor plugged into another timer, set to forward/reverse and .1s, which is plugged into a NOT logic, which in turn plugs into the other AND logic slot, so that entering the area turns off any consumption effect while moving in the refueling area)

This is off the top of my head, so I apologize for any inaccurate information.
2014-07-28 18:33:00

Author:
StJimmysAdiction
Posts: 388


I just had a look on my old PS3, but someone beat me to it, I see.

Yeah, you just run whatever analogue signal you want to display into a HUD tweaker. I would instead use a timer with input set to speed, and use a directional combiner to add fuel when near a gas station and subtract fuel while driving. With some more advanced logic you could even use more fuel as you drive faster.
2014-07-28 21:28:00

Author:
Rogar
Posts: 2284


It occurred to me today that LBP:K uses this in the game - the level that uses the Mini Remote Control Car which has the potential to run out of gas. You run over a strip of track to refill your gas - same thing but maybe not displayed as a health bar in this level.2014-07-29 16:25:00

Author:
MaxxAmmo
Posts: 82


You could feedback loops. Comphermc has some tutorials on it on his LBPlanetorials YouTube channel. It's LBP2, but the logic is still the same. I would link it, but I'm on mobile.
If you check them out and are still having trouble, hit me up.
2014-07-31 16:24:00

Author:
YungDaVinci
Posts: 61


A health bar might be possible.
I was trying to create a 'door' that needs multiple keys to unlock, like an energized door.
I'm thinking the same "set-up" can be used for a health bar.

If your using 'custom weapons' and 'custom kart' this might work.
You'll need a custom item thats used as your weapon (non-lethal but looking lethal ie:a lightcube)
An emitter set to emit item (used to shoot custom item).
And a target (players/wall).

On object (weapon)
tag(1) (blue, hit), sensor(1) (blue, destroy), destroyer(1).
Hook sensor(1) upto destroyer(1).

On target (player/wall)
-Basic set-up-
sensor(2) (blue, hit), tag(2) (blue, destroy), counter.
Hook sensor(2) upto counter
Set counter(1) to "target count 3, current count 0"
Then hook up counter to destroyer.

Or

-Advanced set-up-
sensor(2) (blue, hit), tag(2) (blue, destroy), counter(1), counter(2) counter(3), destroyer(2)
Hook sensor(2) upto counter(1)(2)(3)
Set counter(1) to "target count 1, current count 0"
Set counter(2) to "target count 2, current count 0"
Set counter(3) to "target count 3, current count 0"
Then hook up counter(3) to destroyer.

Some tweeking and adjusting is needed on the tags and sensors, to have activation on both sides at the same time.

What should happen is you'll need to to "shoot" the "target" 3 times before it is destroyed.

Using the advanced set-up for your 'heath bar" you are able to hook up sensor(1),(2),and (3) to activate 'health bar stuff' (hearts, skulls, lights, sparks, damage, stickers, hud...). the sensors also have a 'reset' than can be activate by setting-up a "refueling station, health charger..." (just add another tag and sensor)

Hope this helps.
2014-10-02 03:57:00

Author:
valious2corvus
Posts: 171


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