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Help with an emitted object

Archive: 11 posts


So I'm starting to work on a level with some rides, and what I'd like to have happen is that the object that you ride gets emitted from a tunnel (a la the mine section of the story levels), and then once you're through with the ride, you get off the object, and the object then disappears. What I want to avoid is having the "cart" objects to pile up at the end.

Is there a way to have the object, say, go back into a tunnel and then disappear? I doubt the ride mechanics will be air-tight enough to make it a simple matter of life expectancy (I don't want the cart to go *poof* mid-ride).

If the emitter is hooked to a push button switch, and the emitter is set to a max of 1 object emitted at a time, would pushing the button again force the last emitted object to disappear?
2009-06-12 14:57:00

Author:
ZipCity
Posts: 208


If the emitter is hooked to a push button switch, and the emitter is set to a max of 1 object emitted at a time, would pushing the button again force the last emitted object to disappear?

I think I see where you're going with this, yes if you do what you said there the cart will disappear. I'm guessing you will put a proximity switch connected to an emitter that emits something onto the button when you're done with the ride?
2009-06-12 15:04:00

Author:
brnxblze
Posts: 1318


If you take a look at my Balboa Park level I did just that only without a switch with the model railroad.

In that scenario I simply timed how long it took the train to get inside the other tunnel out of sight after being emitted and set the emitter to that time on the lifetime setting and 1 at a time.

I did it without a switch because I just wanted them appearing constantly but it shouldn't be a problem for you to use the same method with a 1 shot switch.

Don't quote me though, I'm no expert with this sort of thing.
2009-06-12 15:15:00

Author:
mistervista
Posts: 2210


If you set your max emitted to 1, when a new object is emitted the previous object emitted will instantly poof out of existence.

The problem you could have is if players want to play tricks on each-other and intentionally make the "cart" disappear underneath the other players.
2009-06-12 15:19:00

Author:
Gilgamesh
Posts: 2536


You could put a proximity switch in your cart (set to "Require All" and "Inverted"). Use an AND gate so it's not active until the cart has passed the start area. This will have a dual benefit: if any player jumps out (or the cart crashes for some reason) before the ride is complete, then the cart is respawned at the beginning (near the last checkpoint, hopefully). Also, if the player misses the cart at the beginning, it will respawn a new one at the point where the AND gate is triggered.2009-06-12 15:22:00

Author:
v0rtex
Posts: 1878


I was going to put the push button at the start, so that you pushed it to make the cart come out (and also destroy a cart if it's at the end of the ride).

Can you emit an object that has an "and" gate attached to it?
2009-06-12 16:46:00

Author:
ZipCity
Posts: 208


you can emit items with logic attatched... though it can be messy. But i believe Vortex was referring to the emitting process having an AND gate involved- not the carts themselves.2009-06-12 21:13:00

Author:
Burnvictim42
Posts: 3322


you can emit items with logic attatched... though it can be messy. But i believe Vortex was referring to the emitting process having an AND gate involved- not the carts themselves.

Indeed. Thanks for the clarification Burn.
2009-06-13 01:16:00

Author:
v0rtex
Posts: 1878


yeah, that makes more sense.2009-06-13 21:57:00

Author:
ZipCity
Posts: 208


What about attaching a magnetic key switch to the emitter and putting the magnetic key on the emitted cart. The switch would be inverted, such that it wouldn't emit another cart until the cart was out of range. I guess you'd have to set the "max # emitted" to 2, so that the new cart would appear while you were still on the ride?2009-06-17 00:10:00

Author:
ZipCity
Posts: 208


Surely all you want is an OR gate somewhere?


IF ( (sackAtStart) OR (cartAtEnd) )

Just set max emitted at once to one.


If I understand your last post, that you don't want carts dissapearing while in view, then have:


IF ( (sackAtStart AND NOT(cartNearStart) ) OR (cartAtEnd) )

Still have max at once = 1
2009-06-17 10:54:00

Author:
rtm223
Posts: 6497


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