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Sticker Switch Help (Stickering Something Multiple Times)

Archive: 14 posts


If anyone has the new Monster Pack, they'd notice in the gallery level, you need to sticker the giant spider multiple times in order to kill it. The same thing with the part where you're stickering the zombies, if you hit the background a good number of times, gas will come up from the ground and kill you.

Anybody know how to do this?
2009-05-27 17:02:00

Author:
Sack-Jake
Posts: 1153


If anyone has the new Monster Pack, they'd notice in the gallery level, you need to sticker the giant spider multiple times in order to kill it. The same thing with the part where you're stickering the zombies, if you hit the background a good number of times, gas will come up from the ground and kill you.

Anybody know how to do this?

I'd guess you need to attach a sticker-switch to the background as well. have this switch connected to whatever makes the gas come into play. As I will never be able to get that expansion, this is the best advice I can give without actually seeing the level. :blush:
2009-05-27 17:18:00

Author:
mindphaser74
Posts: 349


This is kind of like a Rube Goldberg solution to this but how about if you set the sticker switch to one-shot, connect it to an emitter that emits paintballs, put a paint switch wherever you set the emitted paintballs to hit, set the paint switch to how many times you need the thing to be stickered and connect it to whatever you want.2009-05-27 17:36:00

Author:
brnxblze
Posts: 1318


This is kind of like a Rube Goldberg solution to this but how about if you set the sticker switch to one-shot, connect it to an emitter that emits paintballs, put a paint switch wherever you set the emitted paintballs to hit, set the paint switch to how many times you need the thing to be stickered and connect it to whatever you want.
That's actually not a bad idea...

I'll try it out tomorrow.
2009-05-27 18:42:00

Author:
Sack-Jake
Posts: 1153


That is a good way, but it'd be annoying to use an emmiter in a thermo heavy level 2009-05-27 19:22:00

Author:
Coxy224
Posts: 2645


Do you have to sticker it more than once in the same spot? or just all over the body? BC if its all over the body, you just use a lot of different sticker triggers and a ginormous AND gate.2009-05-27 20:00:00

Author:
Burnvictim42
Posts: 3322


I think it only uses one switch since you can sticker it pretty much anywhere, not once in different places.2009-05-27 22:52:00

Author:
brnxblze
Posts: 1318


Brnxblze, I think your solution is probably the simplest available. You are going to have to pump the one-shot output into some kind of counter. PB switch is the easiest and you won't notice the thermo contribution from an emitter emitting one paintball (max one at a time).2009-05-29 09:42:00

Author:
rtm223
Posts: 6497


If you don't have MSG4 DLC you could also use a stack of dissolve material blocks with magnetic switches on them, then have an emitter shoot pieces with magnetic keys at the lowest dissolve block, and on top of all those dissolve material blocks a magnetic key with a different color than the dissolve block switches, and below all those dissolve materials a magnetic switch with the same color as the magnetic key on top of the dissolve blocks.2009-05-30 15:01:00

Author:
Eldrazor
Posts: 78


Or to take the reverse view to eldrazor, a simpler method is to emmit blocks into a vertical tube, each with a key on. Place a mag switch at the top, then once stack of emmitted objects high enough you get an output.

Also, with the disolve method, there is a delay between disolve and falling, so fast stickering would probably miscount. You can emmit objects onto the stack at velocity so they don't get in the way of each other
2009-05-30 15:13:00

Author:
rtm223
Posts: 6497


Or to take the reverse view to eldrazor, a simpler method is to emmit blocks into a vertical tube, each with a key on. Place a mag switch at the top, then once stack of emmitted objects high enough you get an output.

I was thinking about this one but wouldn't the emitted block with the key trigger the switch before it reaches the top? Wouldn't it have to go near the switch when it's being emitted?
2009-05-31 08:19:00

Author:
brnxblze
Posts: 1318


I was thinking about this one but wouldn't the emitted block with the key trigger the switch before it reaches the top? Wouldn't it have to go near the switch when it's being emitted?

Yes. Yes it would. It may be a simpler design, but it has the slight drawback that it just doesn't work at all I was sure I'd done something like this before but, now I think about it, that was a completely different application...

I feel stupid now.

Edit - A desperate attempt to make my idea not completely worthless: You could have a slowish moving (~0.3s) piston linked to the final position, set to directional, which would move out when the final result block was in place.

Paintball method is still the best way to go IMO, if you can
2009-06-01 09:33:00

Author:
rtm223
Posts: 6497


I have a counter like the one rtm223 describes. I built it for my second generation pod flier. I used it instead of a paint switch because I wanted it to be resetable. Basically, it's just dissolve blocks with keys that have a different colored switch on them to detect the reset. The blocks are emitted and fall past the kill switch. However, the kill switch is linked to a piston timer, so they don't set off the kill. It works extremely well for my application, which I'll hopefully be showing off in a few days.

You could also make a resetable paint switch one by placing the paint switch on a dissolve block and having an emitter on it as well. The paint switch is hooked to the emitter and emits a key if enough paint balls are accrued. The switch for that key is on dark matter and is a permanent feature, so it can be safely hooked to your contraption without getting messed up by a reset. This is actually probably a lot easier than the device I built, but there's some cool visuals I control with mine by having additional switches get hit on the way down, not just the kill switch.
2009-06-01 17:33:00

Author:
dcf
Posts: 468


Another thing you could either of the manual counters rather than the paintswitch is a "y inputs in x seconds" idea. Might be nice to test how fast your stickering skills on a moving target are.2009-06-02 11:29:00

Author:
rtm223
Posts: 6497


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