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#1

Question on buttons.

Archive: 21 posts


Okay, so I'm in the process of creating a quick obstacle course level. I'm up to a part where a zipline lands Sackboy in a room where he must jump on 3 buttons, each button dissolves a small block and on top of these 3 blocks is a Magentic Key, which is used to open to door to the next room.
Now, to make this a bit harder I was thinking of making it so that the buttons had to be pressed in a certain order to access the key. After a bit of searching I found a YouTube video where somebody had done this, but I couldn't find any explanation of how.

So I was wondering if anybody here was able to provide an explanation or video?

Thanks.
2009-05-18 00:31:00

Author:
Enjoi
Posts: 15


Um... can we see the video?

I think i could make this work, but it would be complicated and messy, and i don't like my solution. Maybe seeing their work would make it easier to see the setup they had.
2009-05-18 00:36:00

Author:
Burnvictim42
Posts: 3322


Have you searched this forum yet? Pretty sure it's been mentioned.2009-05-18 00:36:00

Author:
moleynator
Posts: 2914


Yes, I searched the forum. The only related result I found was this (https://lbpcentral.lbp-hub.com/index.php?t=t=7840&highlight=buttons), but he is asking for help on a different part of said trap.

EDIT: Here is the video;
YouTube - LittleBigWorkshop - Permutation Locked Door
2009-05-18 00:43:00

Author:
Enjoi
Posts: 15


Don't know if there's a better way since i don't use that, but what if you make a large pltform with 2 small wals at the ends, this is out of sight, cover it in a thin layer of glass, and put 3 cubes of any material, (glass preferably) in it, connect a piston from one wall of the platform to the 1st cube, another from the 1st cube to the 2nd cube and another from the 2nd to the 3rd, set the pistons so that when they're all fully extended they reach the wall in the other side of the platform. add a magnetic key in the 3rd cube, and attatch it to the piston that opens the door (set it to directional of course) and a correspondent key to it in the wall of the platform, then you put a hollow rectangle vertically. in it put 3 dissolvable blocks, with 2 magnetic keys of different colors each, then Put 3 magnetic key switches in the rectangle, each matching one key in each block, they all should cover the whole rectangle, and should be inverted, these are connected to the 3 pistons.
(out of space)
2009-05-18 02:00:00

Author:
Silverleon
Posts: 6707


The Key switch with the key in the 1st block should be connected to the 1st piston in the platform with the 3 cubes, the 2nd cube to the 2nd piston, and 3rd cube to the 3rd piston.
then make blocks of dark matter to both sides and below the hollow rectangle, make 3 squares of any material, each near of a piece of dark matter (to the side that's towards the hollow rectangle) and attatch them to the dark matter with a piston, they should each reach to the 1st dissolvable block. Attatch magnetic key switches corresponding to the other magnetic keys in the dissolvable blocks in the hollow rectangle, connect the switches repectivelly to their key, and attatch the buttons you want pressed in order, makig the button you want 1st attatched to the piston with the key switch that activates the 1st block of dissolvable material, and the other 2 respectively.
That way when you press a button the piston will move to the lowest bloack, and if the other blocks below aren't (Out of space)
2009-05-18 02:10:00

Author:
Silverleon
Posts: 6707


Disoolved, the kays on the blocks with dark matter wont activate them.
And if it is the correct on, the block will dissapear, activating the switch in the rectangle, which will move the pistonin the platform closer to the other side, and when all switches are acivated the cube in the platform would have reached the other side and activate the switch which will trigger the door opening.
*Gasp*
Is that what you wanted to know?
(It better be:kz
lol, jk, but seriously, did that answer your question?
2009-05-18 02:12:00

Author:
Silverleon
Posts: 6707


Here's how I'd do it:

http://i168.photobucket.com/albums/u180/v0rtex2002/LBPDiagram-SequentialSwitches.jpg

Materials:
Dark matter,
3 pistons pushing any material (glass is preferred for its slipperiness),
1 free moving block of glass,
1 mag key,
1 mag switch

Each of your switches is set to Directional and attached to one of the pistons in the diagram. The mag key is attached to a free moving block of glass.


Switch/piston 1 pushes it right and drops it to level 2.
Only then can switch/piston 2 be used to push it to the right and drop it down to level 3. If it's activated before 1 or after 3, it will have no effect.
And then of course, switch/piston 3 will move it into the range of the mag switch (lower right).
2009-05-18 03:12:00

Author:
v0rtex
Posts: 1878


^^^^^^
I was just trying to figure out how to word this. You beat me to it You must have seen it the same place I did.

The only thing I'm still curious about is how to "reset" this switch array??
2009-05-18 03:17:00

Author:
mindphaser74
Posts: 349


^^^^^^
I was just trying to figure out how to word this. You beat me to it You must have seen it the same place I did.

The only thing I'm still curious about is how to "reset" this switch array??

I just dreamed this up, so if you've seen it elsewhere all I can say is... "great minds..."

As for resetting it... easy enough. Make the free moving glass emitted. Set the emitter to Max-at-Once = 1. Then when you want to reset, emit again at the start. The last instance of the glass block (now down by the key switch) will disappear and we start it all over again.
2009-05-18 03:23:00

Author:
v0rtex
Posts: 1878


I just dreamed this up, so if you've seen it elsewhere all I can say is... "great minds..."

As for resetting it... easy enough. Make the free moving glass emitted. Set the emitter to Max-at-Once = 1. Then when you want to reset, emit again at the start. The last instance of the glass block (now down by the key switch) will disappear and we start it all over again.

Yes the emitter is the way to go but wouldn't you need to make another switch or sensor setup to be able to reset this emitter? If so then what would be the best way to reset the emitter here? A 4th button? A sensor switch?
2009-05-18 03:32:00

Author:
mindphaser74
Posts: 349


Here's how I'd do it:

http://i168.photobucket.com/albums/u180/v0rtex2002/LBPDiagram-SequentialSwitches.jpg

Materials:
Dark matter,
3 pistons pushing any material (glass is preferred for its slipperiness),
1 free moving block of glass,
1 mag key,
1 mag switch

Each of your switches is set to Directional and attached to one of the pistons in the diagram. The mag key is attached to a free moving block of glass.


Switch/piston 1 pushes it right and drops it to level 2.
Only then can switch/piston 2 be used to push it to the right and drop it down to level 3. If it's activated before 1 or after 3, it will have no effect.
And then of course, switch/piston 3 will move it into the range of the mag switch (lower right).


Darn you and your non-complicated stuff... :kz:
Well, i knew there were easier ways, tho i just came up with the st thing that came to mi mind.
2009-05-18 03:40:00

Author:
Silverleon
Posts: 6707


Yes the emitter is the way to go but wouldn't you need to make another switch or sensor setup to be able to reset this emitter? If so then what would be the best way to reset the emitter here? A 4th button? A sensor switch?
Yep. Anything could trip it. Depends entirely on the set-up and scenario of the level.

I'm envisioning a mag key at the base of the door. So when it finished opening, at the top of it's movement (depending on whether it was piston or motor driven) it would trigger a mag switch set to one-shot and attached to the emitter. This triggers the emitter, which would cause the mag-switch on our original design to be deactivated, which in turn also causes the door to close.

But there are infinite possibilities here.
2009-05-18 03:53:00

Author:
v0rtex
Posts: 1878


Yep. Anything could trip it. Depends entirely on the set-up and scenario of the level.

I'm envisioning a mag key at the base of the door. So when it finished opening, at the top of it's movement (depending on whether it was piston or motor driven) it would trigger a mag switch set to one-shot and attached to the emitter. This triggers the emitter, which would cause the mag-switch on our original design to be deactivated, which in turn also causes the door to close.

But there are infinite possibilities here.

I know what you're getting at v0rtex, I think. Kind of like the player needs to get out of the door before it hits the top of the door-frame or the door will slam shut again. I think that's what you were saying.

But what I'm trying to figure out is how to re-emit the glass block if you've pressed the buttons in the wrong order. If you pres 3, 2, then 1; no problem. But if you press 1, 3, then 2, there is a problem, and the glass block needs to be injected back into the piston array at the top. Is there a way to reinject this block without having to hit a 4th switch or something?
2009-05-18 04:14:00

Author:
mindphaser74
Posts: 349


I know what you're getting at v0rtex, I think. Kind of like the player needs to get out of the door before it hits the top of the door-frame or the door will slam shut again. I think that's what you were saying.

But what I'm trying to figure out is how to re-emit the glass block if you've pressed the buttons in the wrong order. If you pres 3, 2, then 1; no problem. But if you press 1, 3, then 2, there is a problem, and the glass block needs to be injected back into the piston array at the top. Is there a way to reinject this block without having to hit a 4th switch or something?

Oh right... I wasn't thinking about hitting them out of sequence as being a fail, just making sure they triggered in sequence. I'll have to ponder that one phaser... hmmm...

*places hamster back in wheel*
2009-05-18 04:20:00

Author:
v0rtex
Posts: 1878


Oh right... I wasn't thinking about hitting them out of sequence as being a fail, just making sure they triggered in sequence. I'll have to ponder that one phaser... hmmm...

*places hamster back in wheel*

I hope I'm not making you think too hard v0rtex

I'll give this some thought too while I'm struggling to sleep tonight.
2009-05-18 04:24:00

Author:
mindphaser74
Posts: 349


First of all, I think the glass block should be a tube of dissolve instead. It could land in a block of dissolve with space hollowed out for it to fall in. In the bottom of the block, there is the same mag key switch as at the bottom, which, when activated, dissolves the block. The piston moves somewhat slowly so if the tube is there, it pushes it, and not the block.

If it turns out you pressed the wrong button, there is a different color mag key on the block that activates a switch on the glass piston, dissolving the tube and emitting a new one at the top. (obviously that makes use of an or switch, as any of the pistons have to be able to reset the system)

I think that should work nicely
2009-05-18 04:35:00

Author:
Theap Pleman
Posts: 670


Oh right... I wasn't thinking about hitting them out of sequence as being a fail, just making sure they triggered in sequence. I'll have to ponder that one phaser... hmmm...

*places hamster back in wheel*

Ok here's my solution:

- Instead of hooking button#1 directly to the first piston in v0rtex's diagram, hook it up to a sliding (or rolling) sequencer which sends a key past 2 switches (offscreen).

- The first switch emits a dissolve block (or tube) beside the first piston in v0rtex's diagram.

- The second switch on the sequencer reacts a split second later and is attached to the #1 piston to push the dissolve tube.

- The dissolve tube should have a switch on it that is hooked up to the dissolve tube itself.

- A key is at the end of the tubes supposed path that makes the tube dissolve when it gets there.

- A key is also on the dissolve block to open the door.

I think this would work GREAT and I will test it tomorrow.
2009-05-18 08:49:00

Author:
mindphaser74
Posts: 349


Thanks for the posts everyone
I'm going to try out the solutions posted here later on today to see which works best and fits best, and I'll post back about it.
2009-05-18 12:11:00

Author:
Enjoi
Posts: 15


I made a generic tool for this for someone else on the forum, but it was slightly buggy and needed an update, which I never got round to doing as he seemed to find a different solution.

If anyone is interested, I have the original with planned solution to make it 100% reliable. I've been meaning to fix it anyway. Oh and it switches in 0.2s (poss 0.1), can be easily extended to work for any number of states in your order, including duplicate button presses etc by just copying in a new state. Reset logic is implicit so there is no need for extra wiring to add / remove states from the order.

Yeah so I made fixed it up stable, lemme know if anyone cares. One downside, it only takes 1-shot inputs, but for me that's perfect.
2009-05-18 13:23:00

Author:
rtm223
Posts: 6497


Ok here's my solution:

- Instead of hooking button#1 directly to the first piston in v0rtex's diagram, hook it up to a sliding (or rolling) sequencer which sends a key past 2 switches (offscreen).

- The first switch emits a dissolve block (or tube) beside the first piston in v0rtex's diagram.

- The second switch on the sequencer reacts a split second later and is attached to the #1 piston to push the dissolve tube.

- The dissolve tube should have a switch on it that is hooked up to the dissolve tube itself.

- A key is at the end of the tubes supposed path that makes the tube dissolve when it gets there.

- A key is also on the dissolve block to open the door.

I think this would work GREAT and I will test it tomorrow.

OK I tested it and it works perfectly. The only thing I had to do that wasn't mentioned above was to have the emitted tube/key disappear after 15 seconds (this is to prevent people from pushing buttons more than once where it would still work). So in the end, the button combo (I used 4 buttons) worked great but the button pushing has to be done within the 15 seconds I set. If the Buttons were further apart, I would increase the 15 to 20 or more, accordingly.

Again, button #1 needs to be set to a sequencer (I used a piston) that passes 2 switches, the first to emit the tube, the second switch drives the #1 piston.

I'll take a pic later today. I have incorporated this button combo into BTR - chapter 3 (50% done).
2009-05-23 17:20:00

Author:
mindphaser74
Posts: 349


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