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#1

Adding time

Archive: 11 posts


Is it possible to set up logic to 'add time' to a one player game?
Or can you set up logic to freeze/pause the timer countdown?

It would force the player to 'push themselfs' to get further.
Not forcing the player to rush.

Example:
Your playing a game that has one restart position, respawn from the start.
And it timed also.
-Heres where the 'add time' would come into play.
At half way, have the 'add time' logic.
So once you make it to that point, your time 'freezes' for 'x' amount of time.
Giving you another chance to reach that point again.
2014-11-20 21:12:00

Author:
valious2corvus
Posts: 171


Is it possible to set up logic to 'add time' to a one player game?
Or can you set up logic to freeze/pause the timer countdown?

It would force the player to 'push themselfs' to get further.
Not forcing the player to rush.

Example:
Your playing a game that has one restart position, respawn from the start.
And it timed also.
-Heres where the 'add time' would come into play.
At half way, have the 'add time' logic.
So once you make it to that point, your time 'freezes' for 'x' amount of time.
Giving you another chance to reach that point again.

I would think the easiest way would be to set up the timer hud tweak to whatever you want the mid point of the level maximum time to be. Have that hud timer on a piece of forcefield material. Also a standard timer gadget set to same time limit connected to game ender gadget, if the player doesn't make it in time the game ends. If they get there in time destroy the forcefield material and just have the maximum time allowed set in the global settings in the popit.
2014-11-20 22:55:00

Author:
Scorpio1357
Posts: 460


Yeah that makes sense. But there must be a easier way to rewind the time. Or u can use a fast forward power up the [>>] power up2014-11-22 17:17:00

Author:
Turtle-man2000
Posts: 25


I'm not sure of the logic for it, but I know it's possible. There are a few side levels in the story mode that use this. If you still need help here, I can think of a scheme.2014-11-23 04:22:00

Author:
StJimmysAdiction
Posts: 388


Scorpio'- Timer tweeker plus halfway timer... intresting.

StJ'- What side levels use this? I'll take a quick look and see if its the same 'idea'.
2014-11-24 02:09:00

Author:
valious2corvus
Posts: 171


StJ'- What side levels use this? I'll take a quick look and see if its the same 'idea'.

On the first planet, there are a couple "tutorial" levels that use this. There are a couple of checkpoint races that add time as you pass through the checkpoint, and ends when you run out of time, and there are a couple weapon based ones with the same set up (adds time when you block or shoot a weapon, ends when you run out of time). Can't remember the names though.
2014-11-24 14:27:00

Author:
StJimmysAdiction
Posts: 388


On the first planet, there are a couple "tutorial" levels that use this. There are a couple of checkpoint races that add time as you pass through the checkpoint, and ends when you run out of time, and there are a couple weapon based ones with the same set up (adds time when you block or shoot a weapon, ends when you run out of time). Can't remember the names though.

I can only presume that there are a number of timers running at the same time. If you make it past the specified checkpoint it switches to the next timer, effectively 'adding' time. The HUD timer running at that moment would be destroyed and replaced with the new one, the player wouldn't notice the switchover.
2014-11-24 15:57:00

Author:
Scorpio1357
Posts: 460


I can only presume that there are a number of timers running at the same time. If you make it past the specified checkpoint it switches to the next timer, effectively 'adding' time. The HUD timer running at that moment would be destroyed and replaced with the new one, the player wouldn't notice the switchover.

This seems like it would work for a few of them, but if you play the level, you will notice that you'd need like 50+ of these set up. They may have done it like that, but it would be quite tedious for a player creator.

Really wish you could copy story levels to see the logic of some of the stuff they did.
2014-11-24 23:10:00

Author:
StJimmysAdiction
Posts: 388


This seems like it would work for a few of them, but if you play the level, you will notice that you'd need like 50+ of these set up. They may have done it like that, but it would be quite tedious for a player creator.

Really wish you could copy story levels to see the logic of some of the stuff they did.

I've just been looking through some LBP logic and found what I think might be the solution. Analog adjustments. Bear with me here as I've not tried it but it does make sense. You can adjust a timer by sending a positive signal of the correct amount, so for instance you have a timer set at 100 seconds and you send a 20% positive signal the timer would be increased by 20 seconds, obviously no higher than it's maximum though. So you're in your level and the timer has got to 10 seconds left, you get through the checkpoint, the positive signal gets sent and you have 20 extra seconds. Conversely you could take away time by sending a negative signal I guess.
2014-11-26 16:46:00

Author:
Scorpio1357
Posts: 460


I've just been looking through some LBP logic and found what I think might be the solution. Analog adjustments. Bear with me here as I've not tried it but it does make sense. You can adjust a timer by sending a positive signal of the correct amount, so for instance you have a timer set at 100 seconds and you send a 20% positive signal the timer would be increased by 20 seconds, obviously no higher than it's maximum though. So you're in your level and the timer has got to 10 seconds left, you get through the checkpoint, the positive signal gets sent and you have 20 extra seconds. Conversely you could take away time by sending a negative signal I guess.

Brilliant. I've always wondered what application those settings could have, the input "based on power level" and whatnot. I've always needed only a pretty simple off/on so far. What logic piece would you use to send a "20%" signal. This is pretty new territory for me.
2014-11-26 17:07:00

Author:
StJimmysAdiction
Posts: 388


New to me too. I know you can send a variable amount using the battery. Again I haven't tried this but I bet there's a negative on the battery.2014-11-26 17:42:00

Author:
Scorpio1357
Posts: 460


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