I've finally got back into LBP and have been busy creating a new level for the PLCC3, anyway I'm close to finishing it and I've been working on the boss battle for the past 2 hours. The boss is all done except for one problem:
-For Sackboy to defeat the boss he must use the paintinator, I've set up a paint switch so after a certain amount of hits the boss dies. The thing is I want to create a visible health bar for the boss using a timer that copies the paint switch, is there anyway of doing this?

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Thread: Boss' health bar problem!
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04-12-2012 #1
Boss' health bar problem!
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04-12-2012 #2Sackperson Private
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That'd be hard to do logic-wise, due to the limitations of the paint gun. You see, the gun cannot shoot custom objects (actually it can, but only on a bot) which is what you need in order to fire tagged objects that you can sense the impact of on the boss and so on, and so on.
However, the LBP1-legacy paintball sensor IS a health bar. Why not stick that thing up on a block of invisible holo? That same holo is the object that the paint balls need to hit. Now, I hope that this thing works on holo, but if not, there is perhaps the option of using very thin (and thus invisible) strips of rubber to stick the sensor to and have the paint balls collide with.
Meh, it is such a LBP1 method, but then again this whole paintinator thing is from a LBP1 era.
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04-12-2012 #3
Is there anyway I can change the length of the paint switch without making it look really fat, similar to a timer?That'd be hard to do logic-wise, due to the limitations of the paint gun. You see, the gun cannot shoot custom objects (actually it can, but only on a bot) which is what you need in order to fire tagged objects that you can sense the impact of on the boss and so on, and so on.
However, the LBP1-legacy paintball sensor IS a health bar. Why not stick that thing up on a block of invisible holo? That same holo is the object that the paint balls need to hit. Now, I hope that this thing works on holo, but if not, there is perhaps the option of using very thin (and thus invisible) strips of rubber to stick the sensor to and have the paint balls collide with.
Meh, it is such a LBP1 method, but then again this whole paintinator thing is from a LBP1 era.
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04-12-2012 #4
why not simply connect the paint switch to the negative end of a signal combiner... then to a full counter. Finally attach the counter to the timer and change thats internal setting to speed scale? Should mimic the counter.
Last edited by Dav1d0; 04-12-2012 at 06:42 PM.
Regards
Dave
"Nothing but good decisions"
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04-12-2012 #5
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04-12-2012 #6
Won't work. A paint sensor only pulses when it's been fully emptied, so the counter won't update on each hit. Even if it did, a speed scale timer being fed from a counter won't mimic it.
This should work...

...if you set the timer's Target Time to 0.1s, and its Input Action to Speed Scale.
You can invert the paint sensor's output instead of using the NOT gate, but this also affects the digital output (which you may be using to trigger a destroyer) and the noises it makes.My Levels
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04-13-2012 #7Part-time mad scientist
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Sadly Speed Scale and Positional is not quite the same, but using the feedback method suggested by Aya, you will get something very close to your request
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04-13-2012 #8
I followed Aya's advice, it worked perfectly and I've finally published the level, you can check it out if you want.
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04-13-2012 #9
In all fairness... you let me answer the question with my 'cringe worthy' logic... so I blame you =p
but in all seriousness, thanks to both Aya and Bob for correcting me and it's good to know op is sorted now XDRegards
Dave
"Nothing but good decisions"
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Thanks!
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