Ok, so in my level series the player will be controlling a wizard. I have a levitation ability that lasts 2 seconds, and I'd like to make it so the player can't just keep spamming it over and over and fly through the whole level.
I have L2 hooked up to a 2 second timer that counts down. The timer is hooked into an advanced mover and an anti-gravity tweaker. So for 2 seconds the player can float in any direction before falling back to the ground. It's working just fine, but now I need to make it so that there's a good 2-4 second space after it wears off where the player can't levitate again.
Any ideas? I'm terrible with logic, so thanks in advance for any help!

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- LittleBigPlanet 2 - 3 - Vita - Karting
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- [LBP2] Help!
- Making Sackbot Abilities Unspammable
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03-08-2011 #1
Making Sackbot Abilities Unspammable
http://lbp.me/u/CRIFFER
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03-08-2011 #2BabyFaceGuest
ok so hears the deal. keep everything the way you have it. but include this in your logic. place your output to another timer to count up for however long you want your recharge time to be. then, place your output for that timer into the reset of the count down timer. that should make it so you can no longer spam on the controls.Ok, so in my level series the player will be controlling a wizard. I have a levitation ability that lasts 2 seconds, and I'd like to make it so the player can't just keep spamming it over and over and fly through the whole level.
I have L2 hooked up to a 2 second timer that counts down. The timer is hooked into an advanced mover and an anti-gravity tweaker. So for 2 seconds the player can float in any direction before falling back to the ground. It's working just fine, but now I need to make it so that there's a good 2-4 second space after it wears off where the player can't levitate again.
Any ideas? I'm terrible with logic, so thanks in advance for any help!
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03-08-2011 #3
You're a genius! But seriously, thanks a ton. Sounds like it'll work like a charm.
http://lbp.me/u/CRIFFER
Non-LBP-related stuff:
My Reel - http://vimeo.com/18160992
YouTube Channel - http://www.youtube.com/user/ChrisCapel1998?feature=mhum
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Thanks!
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03-09-2011 #4
Ok so I tried this and it's not quite working. By "output" do you mean the output of the first timer that's counting down? Or L2? I tried both, and it's still spammable. The first timer just keep resetting even if the second timer is still counting up. Any thoughts?
I'll try to troubleshoot it in the meantime.http://lbp.me/u/CRIFFER
Non-LBP-related stuff:
My Reel - http://vimeo.com/18160992
YouTube Channel - http://www.youtube.com/user/ChrisCapel1998?feature=mhum
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03-09-2011 #5
It should just be a matter of putting another count down timer in front of the first but with a longer duration, unless I'm mistaken.Ok, so in my level series the player will be controlling a wizard. I have a levitation ability that lasts 2 seconds, and I'd like to make it so the player can't just keep spamming it over and over and fly through the whole level.
I have L2 hooked up to a 2 second timer that counts down. The timer is hooked into an advanced mover and an anti-gravity tweaker. So for 2 seconds the player can float in any direction before falling back to the ground. It's working just fine, but now I need to make it so that there's a good 2-4 second space after it wears off where the player can't levitate again.
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03-09-2011 #6BabyFaceGuest
im sry...i forgot 1 minor detail...place your button output into a counter_target count 1 then from counter into count down timer_from count down timer to count up timer place count up timer output into counter reset...hope you understand...feel free to friend request me
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03-09-2011 #7
That worked great, BabyFace! Thanks for the help. I really appreciate it.
http://lbp.me/u/CRIFFER
Non-LBP-related stuff:
My Reel - http://vimeo.com/18160992
YouTube Channel - http://www.youtube.com/user/ChrisCapel1998?feature=mhum
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03-09-2011 #8Broadcaster Extraordinair
- PSN
- rsqviper
- Join Date
- Jun 2010
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- Massachusetts, USA
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- 301
Another way to do this is to have an enable (Battery) on a sequencer to set your logic in motion. Map the button you want to the sequencer Start Forward Input. Set the sequencer length to the amount of time you want your cooldown to be and it will work perfectly as you cannot start a sequencer again until it's finished or if you reset it.
Last edited by RSQViper; 03-09-2011 at 09:59 PM.
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