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Signals and Timer Differentiation

Archive: 6 posts


Hola sackfolk. I've been on my moon manipulating features on health bars and have added a "near death feature"
[[That intense moment in games where everything goes black and white]] Well i've manage to do so, but theres a problem I don't know how to fix. Let me show you the basis of my logic.

48566

-In the picture you can see I have two impact sensors, these signify when you are hit with a dangerous object. The sensors reset a (0.1 on/off inverse) timer which activates a microchip with a battery signal. Depending on the battery percentage (damage strength) these effect the timer on the right.

-There are three main timers. Each timer is 0.1 speed scale in order to interpret the battery signals. The wire trailing off the microchip attaches to the health bar timer, for each damage signal this goes down. The first large timer on the microchip is the 'death timer' for each damage signal, this goes up- until it turns on and activates a destroyer. (in this case, the green tag)

-The second timer is the near death timer. This is what the second impact sensor (blue square) effects.

The two impact sensors go hand-in-hand. The first sensor signals regular damage to the health bar. While the second sensor is a "severity" point. This is a slightly stronger signal. This is so the 'near death' timer activates before the 'death timer". Once the near death timer fills, it will start a (Max sec. Timer) countdown timer, that slows all objects down and turns things black and white. This is exactly comphermc's slow-motion effects (https://www.youtube.com/watch?v=zcY9n3_nlJc&list=PL7A81CF371DB13922&index=13)

The timer and not gate (white square) is just a slow pulser that regenerates health over time.

Phew...not that i've explained all that here's the problem and it's a rather short problem.

When the near death timer activates the slow motion turns on...but cant turn off until the timer is completely back to zero again (full health)

I need a way so that it can differentiate between whats considered "near death" and reset the minute you recover from it. But naturally resume if you are at risk again. Please help, i've tried using more timers and gate conditions, but at this point i don't know where i'm getting at.
2014-07-29 21:04:00

Author:
Mikell Williams
Posts: 9


Try using the timer like a toggle switch where it gets activated when it reaches near death, using count down(count up/signal strength?, I don't remember which does what i'm thinking of) and a constant signal so it's on the whole time then have the recover input go into the reset to turn it off? If that makes sense..2014-07-29 21:17:00

Author:
Bremnen
Posts: 1800


How about using a positional sequencer hooked with the health timer, and putting a battery in there in the zone that represents near death?2014-07-29 22:26:00

Author:
actio1_618
Posts: 81


Use a sequencer to compare in this fashion:

(100%) - (Near Death Timer) = X

Route X through a splitter and take only the positive end and plug it into a positional sequencer

Fill the positional sequencer with a battery, and connect the battery to a not gate

NOW when the not gate turns on it means that you are near death, and when it turns off then you have recovered from being completely near death (adjust the 100% battery to adjust the dead-zone of the Near Death Timer's effects)
2014-07-30 05:34:00

Author:
amiel445566
Posts: 664


Thanks so much!! I didn't even know that much about sequencers! Or what a positional one was..I looked at comphermc's torial and of course it explained it perfectly! Thanks for your insight, you taught me a new aspect of logic!2014-07-30 07:02:00

Author:
Mikell Williams
Posts: 9


MAKE YO HEALTH WITH FEEDBACK LOOPS YO! THEY MORE BETTER.

Seriously though, there are a few tutorials on feedback loops that will have you creating the most versatile health systems that can be made efficiently in lbp.
2014-07-30 22:49:00

Author:
Tynz21
Posts: 544


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