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#1

Two player four way lift.

Archive: 17 posts


Right, well I'm working on a two player level at the moment, I've made quite a few challenges but its not at all polished. My idea for one challenge is a lift that travels vertically and horizontally where one player controls up and down movement while the other player controls left and right, both with 3 way leavers. I've tried a few designs but they all have flaws. My first idea (which I really hoped would work as I don't want to use rockets) was one horizontal piston connected to a small glass block which attached to a vertical piston attached to the lift. The whole thing seems to flop (I'm guessing the pistons weren't strong enough, even on stiff, to hold the weight of the metal lift (metal/industrial is the theme of this level really)). I tried supporting the glass bock with a piece of glass underneath however, when using the left and right controller, the whole lift and piston mechanism twisted up and right in an arch until it snapped. When using the up and down controls, the glass block sunk into the glass support and broke...it actually went through the material. Hoping there is a way around this but I fear it's an error in the programming of the game.
I tried rockets but to get the 3 way switches working I needed to put a mag switch either side of each (one for each direction) and a mag key on the actual switch, but when moving the leaver the mag key stayed in place...
What are your thoughts? I'm sure I've seen similar done before...
Ideally I want simple up down left right being controlled by two separate players who move around inside the lift trying to navigate the lift around a maze. I hope it can be made of metal but I think I can work around it and still get it to fit into the level if it was another material. I also have cow glitched material (so floaties that look like metal).
Long post but if you're still reading hopefully you have a way around this problem
2009-07-02 20:11:00

Author:
adlingtont
Posts: 321


hmm, i think i know how to do this... give me a bit to draw it out in MS paint2009-07-02 20:37:00

Author:
gofurr360z
Posts: 886


I'd recommend keeping the glass off screen and making it really big. Weight plays a big role in nested pistons. They flop around when heavy objects are attached to lighter objects.

I'd put the horizontal piece above the screen and have it be a wide but short block. If this doesn't move around smoothly you can always use wheels on springs instead of glass to get a smooth left and right motion. This will also let you use one of the heaviest materials for the horizontal block, such as metal or stone.
2009-07-02 20:40:00

Author:
dcf
Posts: 468


It's too hot to type, but not to hot to copy and paste...

https://lbpcentral.lbp-hub.com/index.php?t=t=10506&highlight=pistons

https://lbpcentral.lbp-hub.com/index.php?t=t=12833&highlight=pistons

https://lbpcentral.lbp-hub.com/index.php?t=t=10191

Somewhere in there DCF mentions his boss AI tutorial with a very stable 2d motion controller.
2009-07-02 20:54:00

Author:
rtm223
Posts: 6497


I have a fully functional 2D grid, with point precision for hitting each square. I'd be willing to strip out the grid functions, leaving you with an object that allows you to move an object left, right, up, or down at will. It's really stable, and uses a variety of mechanisms and failsafes. If you want to know more or just want it, send me a PM and I'll drop it into a Key Room for you.2009-07-02 21:58:00

Author:
BSprague
Posts: 2325


Yeah that would be good Sprague, I'm much more of a visual and practical learner so it would do me good to have a play with a similar idea. Could you put it as a collectible or copyable as well? Then I could play with it in the actual level and mess around with settings. Then Puzzle Balls...honest 2009-07-02 22:26:00

Author:
adlingtont
Posts: 321


Yeah that would be good Sprague, I'm much more of a visual and practical learner so it would do me good to have a play with a similar idea. Could you put it as a collectible or copyable as well? Then I could play with it in the actual level and mess around with settings. Then Puzzle Balls...honest
I'll put it into a prize bubble after it's been commented and edited to your needs, and then I'll place it into a key room and send you the combination. I'll send you a PM sometime today or tomorrow, whenever its ready.
2009-07-03 13:24:00

Author:
BSprague
Posts: 2325


This is the most stable way for me. Always build it with big grid blocks, and small grid for attaching pistons... symmetry and straightness is key. Extra pistons never hurt, even if it's in excess.

http://www.lbpcentral.com/forums/picture.php?albumid=239&pictureid=4801

Pistons are stiff obviously. Base starting at dark matter for horizontal, and base starting at bottom for both sets of vertical pistons.

3 ways are set to directional.

I even tested it with a string tied to both pistons to see wether movements would conflict or not, and popped in a friend to really yank it around. Works like a charm.

Add me and I'll send it to you... the piston blocks can easily be slid up and down with the grid to make it as tall and wide as you want... wouldn't hurt to look at it and make sure either.
2009-07-03 20:57:00

Author:
Unknown User


This is the most stable way for me. Always build it with big grid blocks, and small grid for attaching pistons... symmetry and straightness is key. Extra pistons never hurt, even if it's in excess.

http://www.lbpcentral.com/forums/picture.php?albumid=239&pictureid=4801

Pistons are stiff obviously. Base starting at dark matter for horizontal, and base starting at bottom for both sets of vertical pistons.

3 ways are set to directional.

I even tested it with a string tied to both pistons to see wether movements would conflict or not, and popped in a friend to really yank it around. Works like a charm.

Add me and I'll send it to you... the piston blocks can easily be slid up and down with the grid to make it as tall and wide as you want... wouldn't hurt to look at it and make sure either.
That's almost exactly how mine works. I've already sent him the combination, but if you want to check mine out and see the differences and similarities, send me a PM. Ours should work identically, but yours might work better, I can't know for sure.
2009-07-03 21:40:00

Author:
BSprague
Posts: 2325


alright, i was pretty much owned in how well i was going to describe it by everyone else... XD just forget i ever commented in this thread2009-07-03 23:15:00

Author:
gofurr360z
Posts: 886


I take it the basic principle here "extra pistons = extra stability"? Assuming that they are properly aligned and stiff of course.

I think that a 0 strength stiff piston is as stable as pistons with strength, so if you change the supporting pistons to 0 strength, you should be able to save yourself some wiring and the effort required to change speeds is easier as well.

Zero strength pistons are actually suprisingly useful.
2009-07-03 23:35:00

Author:
rtm223
Posts: 6497


alright, i was pretty much owned in how well i was going to describe it by everyone else... XD just forget i ever commented in this thread
Sorry to steal your thunder. But look on the bright side, the more input he has, the better his will come out.


I take it the basic principle here "extra pistons = extra stability"? Assuming that they are properly aligned and stiff of course.

I think that a 0 strength stiff piston is as stable as pistons with strength, so if you change the supporting pistons to 0 strength, you should be able to save yourself some wiring and the effort required to change speeds is easier as well.

Zero strength pistons are actually suprisingly useful.

The way mine is set up, I don't need extra pistons because why bother if you have the infinitely stronger dark matter supporting up glass beams?
2009-07-03 23:36:00

Author:
BSprague
Posts: 2325


Sorry to steal your thunder. But look on the bright side, the more input he has, the better his will come out.

nah, it's cool. i wouldnt have explained it well anyways XD
2009-07-03 23:42:00

Author:
gofurr360z
Posts: 886


The way mine is set up, I don't need extra pistons because why bother if you have the infinitely stronger dark matter supporting up glass beams?

Well you didn't say you were using that method did you? Still, zero-strength pistons do rock.
2009-07-03 23:46:00

Author:
rtm223
Posts: 6497


Well you didn't say you were using that method did you? Still, zero-strength pistons do rock.

Yes, they are a good invisible support structure, but I veer away from pistons whenever possible because they have a strange affinity to failing miserably when they are most needed. (Opening doors to the scoreboard of your level. )
2009-07-06 01:42:00

Author:
BSprague
Posts: 2325


Yes, they are a good invisible support structure, but I veer away from pistons whenever possible because they have a strange affinity to failing miserably when they are most needed. (Opening doors to the scoreboard of your level. )

^^^my special ingredient, cureall for piston-powered sliding doors is an extra dose of rope on both sides, attached exactly the same way the pistons are. It prevents the doors from ever closing any farther than you intended them to (ie: dead center), and also prevents the instance where one door always seems to overpower the other and start pushing it to the side, and ultimately messing up the mechanism and timing of it.

A bit of rope on the inside attached to both doors is also useful too, to prevent them from ever moving too far apart - not that they should, but obviously, you know how doors can be.
2009-07-06 14:26:00

Author:
Unknown User


^^^my special ingredient, cureall for piston-powered sliding doors is an extra dose of rope on both sides, attached exactly the same way the pistons are. It prevents the doors from ever closing any farther than you intended them to (ie: dead center), and also prevents the instance where one door always seems to overpower the other and start pushing it to the side, and ultimately messing up the mechanism and timing of it.

A bit of rope on the inside attached to both doors is also useful too, to prevent them from ever moving too far apart - not that they should, but obviously, you know how doors can be.

That is a good idea, but my situation is even simpler than that. It is one door that looks like it is part of the wall, but slides to become part of the floor. I'll do that and see how it works, though I think my issue is in part due to the grid misaligning itself.

And to adlingtont, did you get my mechanism from the prize bubble? I noticed it had been hearted.
2009-07-07 01:54:00

Author:
BSprague
Posts: 2325


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