How To Make A Chargeable Attack
Alright, so it seems like a couple people here are having trouble with this, so I've decided to write up a little guide to creating a chargeable attack. Please states any issues you may see with what I explain.
The Initial System:
Here's a simple little circuit that will charge up an attack, and only "activate" upon release:
You need 1 each of the following (for the initial system at least):
- Controllinator
- Timer (Power, set max to time to fully charge)
- NOT gate
- Counter (max at 1)
- Sequencer (Positional) with battery covering entire thing (not over left edge though)
- AND gate
Create the following system:
- Fire Button (eg: X) -> Timer Input (Power)
- Timer (Power) -> AND gate
- Fire Button -> NOT gate
- NOT gate -> Counter Input
- Counter -> Counter Reset
- Counter -> AND gate
- AND gate -> Action
- AND gate -> Sequencer
- Sequencer -> Timer reset (Power)
Holding X will increase the timer, and upon release, the counter will pulse, sending the timer value out to be converted into something useful (see 'Other Stuff' for more details). The pulse of the timer (count up) and the counter also resets the entire system.
Works very well.
Creating a Charge-Up Animation:
Option A) Timer Output -> Sequencer (Positional) (not the same one as from initial set up)
Sequencer could have batteries that activate holograms with each 'stage' of the charge up sequence.
Option B) Timer Output -> Speed / Strength Scale of something (eg: Rotator)
This would mean that as your charge level increases, the mechanism increases in speed/etc (eg: rotator spins faster).
Other Stuff: (More complex stuff about dealing with the timer output)
Depending on how you are dealing with how much damage each charge level does, you will need to use some different methods.
Know that the max time of your timer will impact how quickly the charge builds up (higher values increasing slower than lower values.
Some of these designs I will try to explain below:
Using A speed scale timer damage system:
Output timer analog signal directly into your combiner circuit. This produces a range of damages of the charge from 0 to 100 (based on a 300 health, 0.1 second timer)
If you want cutoff (so your charge up doesn't deal 100 damage when full):
Output timer analog signal into an AND gate, with a battery (or counter) set to the max damage you want the charged attack to do. The AND outputs the smallest input, so your gradually increasing timer value will be the output until it passes the value of the battery, which then becomes the lowest value, thus limiting the output to the battery strength.
Using 'stages' of charge to deal damage:
Output the timer signal into a sequencer (if using Option A), then just use that one). Place the same number of batteries as there are charge levels in your attack. Make sure they don't overlap.
In increasing position on the sequencer, output each battery to each 'stage' of your charge.
If this is for animations, output directly into whatever it is you want to activate at that charge level (eg: holograms).
If this is for an emitter, output into an AND, which has it's other input as the counter (from the initial system), and output to the emitter.
Notes:
I made this system as modular as possible, so there are some unnecessary parts (eg: you don't need a timer if you don't deal with speed scale stuff, since the 'Fire button' could go directly into the sequencer (set to 'play', no loop), and have it's reset as the NOT).
That's all. I'll try to answer any questions about this setup, as I do realize it it quite hard to convert written instructions into an actual design.
EDIT: Fixed problem where system reset before signal was passed on.

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- How To Create a Chargeable Attack (FIXED)
Results 1 to 15 of 21
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02-24-2011 #1
How To Create a Chargeable Attack (FIXED)
Last edited by SSTAGG1; 02-26-2011 at 04:49 AM.
Playing LBP Vita. Making a 'FF Tactics - esque' game.
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Thanks!
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02-24-2011 #2Patch of Cloth
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Thanks again. I'm anxious to try this out. Does this system allow you to choose what direction you want to shoot in. Or do you have to create this separately?
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02-24-2011 #3
It's just for the actual charge-up attack, aiming would have to be done separately.
What you could do, is have a selector with 2 outputs, one going all the right emitters, the other for the left. Make sure you convert the analog signal from the left stick into a digital signal through the use of a full duration battery on a sequencer. Then output left to the left option, and right to the right option.
From my last point about emitters. Instead of putting the AND into the emitter, put it into the AND with the selector input, then go on to the emitter, this could also be done for the animations, where the output determining which stage of animation you use goes through an AND, with the selector input as the other input. Output to your chosen animation and it should work.
I need to make this tomorrow, so I'll see if it works then.Playing LBP Vita. Making a 'FF Tactics - esque' game.
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02-24-2011 #4Patch of Cloth
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And this is done independent of the charge attack correct? By the way I just started inputting your tutorial. Works so far, minus shooting in a particular direction. Right now I have the counter going straight to the emitter and it works. What then, would I hook the selector into to get a directional attack? I'll continue to play with it too. I learn a lot that way...lol.
Yo.....Discovered a problem with the tutorial. I can hold down the attack button and charge up a shot, but I can also release these same charged blasts by rapidly pressing the attack button. Maybe I did something wrong. I plugged the counter into the emitter.Last edited by Aya042; 02-26-2011 at 05:59 PM.
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02-24-2011 #5
Yeah, you need to use the timer going into a sequencer, with batteries for each level of charge. It seems like you missed the charging part of the setup, as the counter directly to the emitter would activate every time you press the button.
I'll make some pics tomorrow, and since I haven't actually made this yet, I'll see what needs to be fixed then.Playing LBP Vita. Making a 'FF Tactics - esque' game.
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02-24-2011 #6Patch of Cloth
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OK Dude....I appreciate everything seriously man. I'm further along than before with this tutorial. So I know once I see your photos I'll get it. Can't wait.
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02-24-2011 #7
Exactly how are you achieving the various charge levels? Purely timer based or is it going through the sequencer?
Playing LBP Vita. Making a 'FF Tactics - esque' game.
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02-24-2011 #8Patch of Cloth
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Thats something else i gotta figure out. Youre talking about damage levels right? Yeai figured id cross that road once i got to it. Im willing to change my whole damage/healing system if i have to....lol
Im not that good with sequencers yet so ive been using timersLast edited by Aya042; 02-26-2011 at 05:59 PM.
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02-26-2011 #9
I love LBP logic, the posibilities are endless!
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02-26-2011 #10
Just made and fixed this system, works very well. See OP.
Playing LBP Vita. Making a 'FF Tactics - esque' game.
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03-07-2011 #11Lint
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Could you please make a video of this. Some if it is kind of hard to follow. I would love you forever. And will send you flowers on your birthday.
Edit: Could you also explain how to increase the distance an object is launched when a button is held.
Like stages of power on a bar which increases when "X" is held and when released it launches at a certain velocity according to the stage of power it was released on. Kind of like Worms.Last edited by GaGun; 03-07-2011 at 06:40 AM.
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03-07-2011 #12
Yeah, sure, though you could probably leave out the flowers, and the loving, lol.
Your problem has an easy fix, though it would require different emitters (unless you want to make a more complicated tag detection based acceleration at launch, which I'll also make because I could actually use it as well for some of my ideas).
I've received a request to make a video tutorial for a damage system and this, so when I have time, I'll get on it (have a 2 day experiment tomorrow, epic, 20 hours of science)Playing LBP Vita. Making a 'FF Tactics - esque' game.
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03-07-2011 #13Lint
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oh awesome! i could use the damage one as well.
Also I have a question!
How do i balance an object to make it stop from tipping over. I have a box like machine that hops every time it moves but it keeps falling over. I tried using the Mover, the GyroScope, different material. It just keeps tipping over and humping the floor.
Thank YOU and good luck with your 20 hours of science.
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03-07-2011 #14R2D2 Rocks so hard!
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03-07-2011 #15
Yeah, use a gyroscope with maxed out strength (or less if you want some wobble)
Playing LBP Vita. Making a 'FF Tactics - esque' game.
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