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I'm working on a level, need help!!

Archive: 15 posts


Ok, this is my second real level. The first I made ages ago and it sucked, it was enough to get me a few trophies though. I started this one months ago and stopped playing LBP for a while(dont hurt me please...), but now I'm coming back to it trying to finish this level and earn my Create trophy instead of just asking people to heart me.

I forgot how fun this game was, but also how confusing and frustrating it can be. Right now, I'm making a level, and in one part, I have an emitter emitting a vehicle, when you destroy a block with the paintinator.

I don't want to have people dying in the middle of the level, spawning back, coming to the car, and going until they reach the part where they died, only to find the car is still there. I was confused about how I could make it so that didn't happen, so I found out I could just make it so only one car could be emitted at once.

This worked great for the first part of my level where you press a button to emit the car, but in this part you're using the paintinator to destroy the block and activate the emitter, and everytime I test this and drive the car away, it disappears and a new one is emitted in its place. I just figured out why, and I thought I could fix this with one of those "One-time switches" thing with the floating blocks and magnetic keys, but then I realized that meant the car could only be spawned once.... right?

So, if that's right... is there any way to get around this? I want to keep the 'Destroy the block to activate the emitter' thing, but any way I can make it so destroying the block spawns a button or other switch, or something else? Any settings for the emitter that can help fix this problem that I'm missing?

If anyone can't understand what the problem is cause I probably didn't explain it that well, please ask. And any help is appreciated.

inb4walloftext

And sorry mods if this isn't the right forum....
2009-07-22 21:40:00

Author:
spacefox00
Posts: 35


Set the max emitted to 1, and there will only be one car.

To answer how to make the car appear again once you go back - look into AND gates. So, the car only spawns when the block is destroyed AND the player is in the right area. Set this switch to "once" and not to "on" and set the lifetime of the car/emitter to infinity. Need more clarification, just ask!

Thread for AND logic: https://lbpcentral.lbp-hub.com/index.php?t=t=4356
2009-07-22 21:48:00

Author:
comphermc
Posts: 5338


Set the max emitted to 1, and there will only be one car.

To answer how to make the car appear again once you go back - look into AND gates. So, the car only spawns when the block is destroyed AND the player is in the right area. Need more clarification, just ask!

....I've heard of these AND gates and OR gates but never really understood how to use them, never though I'd need them. Guess I was wrong, lol.

And if I set it to Max Emitted only 1, it would work I guess, but yeah. If the player dies they can't go back and get another car. Also, if I use the AND gate will it be possible to have the car the player took disappear? Like I said before, I want it so if the player dies, they can spawn back and get another car and continue the level as if he never died, with the car he took disappearing so it's not in the way. Am I explaining well enough? =/
2009-07-22 21:53:00

Author:
spacefox00
Posts: 35


Have you tried connecting an OR switch? You can make a piece of dark matter with a mag switch set to one-shot in between two blocks with the same mag key attached to 2 different pistons. Connect the paint switch to the permanent switch and connect that permanent switch to one side of the OR. Make that side of the OR dissolve once you get in the car or something. Connect a button to the other side of the OR so you can keep pressing that button if you need to emit another car. I hope that helps althought I'm sure this will be confusing andtheres probably a simpler way to do it .2009-07-22 21:54:00

Author:
brnxblze
Posts: 1318


....I've heard of these AND gates and OR gates but never really understood how to use them, never though I'd need them. Guess I was wrong, lol.

And if I set it to Max Emitted only 1, it would work I guess, but yeah. If the player dies they can't go back and get another car. Also, if I use the AND gate will it be possible to have the car the player took disappear? Like I said before, I want it so if the player dies, they can spawn back and get another car and continue the level as if he never died, with the car he took disappearing so it's not in the way. Am I explaining well enough? =/

Since the max emitted is set to one, when a new one is emitted, the old one is destroyed. I'm going to slowly edit in how to make the AND gate for your situation...

Enter grid mode. Start with a little square of dark matter anywhere out of view. Make two identical sized squares of another material (I suggest cardboard) on either side of it. You should have a row of three squares, the middle of which is made from dark matter. Connect the dark matter square to the other 2 using stiff pistons.

Exit your popit and watch the pistons. Make sure that when they are at their shortest length, the two outer blocks come close to the dark matter, and when they are at their furthest, they are sufficiently far enough away (maybe 3 grid units...). Take out a magnetic key switch and place it in the middle of the dark matter square. Take two magnetic keys of the same color and place them in the center of each of the outer blocks. Tweak the zone of the magnetic key switch so that when the pistons are extended all the way, they leave the zone.

Set the magnetic key switch to inverted and one shot. Now, when you watch the thing in action, you should see that both of the pistons extend and the light on the switch lights up. This is good. Feel free to put the timing of each of the pistons at .1 seconds. Now to make it work...

Set the paintinator switch to directional and wire it up to one of the pistons on the AND gate.

For the other piston, you want to wire up a proximity switch set to directional. Make the trigger area be within the zone you want to trigger the car to respawn (or before it, whatever). You shouldn't need to invert this one. Now that you have everything set up, wire the "one shot" mag key switch on your AND gate to the emitter. Make sure the lifetime is set to infinite and the max emitted is one.

You should notice that when the block is destroyed, one of the pistons extends its key out of range of the mag key switch on the AND gate, but it doesn't trigger the mag key switch. This is because the other piston is still retracted, and its key is still in range of the switch. Only when the block is destroyed and the player enters the proximity zone will the AND switch make a new car emit. Any time a player leaves this zone and comes back it will spawn a new car.

You need to make sure that the place you want to spawn the car is not blocked by the player. For this, you need to make sure that the proximity zone is not in the same place as the emit zone. Hope that makes sense. Whew, that was long!
2009-07-22 21:56:00

Author:
comphermc
Posts: 5338


Needs to be moved to Help. And if you wish to do that, set the max. emitted to one so if a new one is emitted, the old version further ahead will vanish and be replaced by the newley emitted one in the right spot. I would also recommend that you use an AND gate, I think that's already been mentioned above so I won't go into any more detail, but yes, good luck and I think this needs to be moved 2009-07-22 22:01:00

Author:
KoRnDawwg
Posts: 1424


Since the max emitted is set to one, when a new one is emitted, the old one is destroyed. I'm going to slowly edit in how to make the AND gate for your situation...

Enter grid mode. Start with a little square of dark matter anywhere out of view. Make two identical sized squares of another material (I suggest cardboard) on either side of it. You should have a row of three squares, the middle of which is made from dark matter. Connect the dark matter square to the other 2 using stiff pistons.

Exit your popit and watch the pistons. Make sure that when they are at their shortest length, the two outer blocks come close to the dark matter, and when they are at their furthest, they are sufficiently far enough away (maybe 3 grid units...). Take out a magnetic key switch and place it in the middle of the dark matter square. Take two magnetic keys of the same color and place them in the center of each of the outer blocks. Tweak the zone of the magnetic key switch so that when the pistons are extended all the way, they leave the zone.

Set the magnetic key switch to inverted and one shot. Now, when you watch the thing in action, you should see that both of the pistons extend and the light on the switch lights up. This is good. Feel free to put the timing of each of the pistons at .1 seconds. Now to make it work...


Wow, thanks for the post and great explanations. I'm doing this as I read it. You had me up to that part... ^

Lost me here...


Make it so that when the block is destroyed, it extends the arm of one of the pistons on the AND switch. To do this, put an invisible mag key on the block of any color you desire. Place an invisible mag key switch near the block so that the key on the block lights it up. Set this switch to directional, and wire it to one of the pistons on the AND switch. Mess with the inverted section to ensure that when the block is there, the piston is retracted (NOT extended).


Which block are you talking about there?
2009-07-22 22:18:00

Author:
spacefox00
Posts: 35


Ok, I thought you were destroying the block that you shoot, but I assume this is not the case. Just make the paintinator switch set to directional and wire it to one of the arms on the AND gate. That actually makes it easier. Above post edited in bold.2009-07-22 22:25:00

Author:
comphermc
Posts: 5338


Ok, I thought you were destroying the block that you shoot, but I assume this is not the case. Just make the paintinator switch set to directional and wire it to one of the arms on the AND gate. That actually makes it easier. Above post edited in bold.

No, you were right. That is the case. I just didn't understand what you were saying that well... =/
2009-07-22 22:46:00

Author:
spacefox00
Posts: 35


Moved to Help!2009-07-22 22:52:00

Author:
Whalio Cappuccino
Posts: 5250


I just did exactly what comphermc suggested and...it didn't work... T_T

The car just isn't spawning.... idk why. Seems like I did everything the way he told me...
2009-07-22 23:15:00

Author:
spacefox00
Posts: 35


In what way did it not work?

My experience with "reusables" like this, where you want to trigger the same emitter repeatedly... the mag-key for your AND gate needs to be emitted. Setting a paintinator switch to directional makes it a one timer: once the switch is triggered it cannot be reset. Setting the paintinator switch to 'One-Shot' (as opposed to 'Directional' or 'On-Off', not to be confused with the 'Number-of-Shots' setting) and attaching that output to an emitter that emits your mag-key for a fraction of a second (Lifetime)... this make a repeatable cycle.

EDIT: Never mind - the paintinator switch is basically a permanent switch, it's the prox switch that will repeat the cycle for you.
2009-07-22 23:23:00

Author:
v0rtex
Posts: 1878


In what way did it not work?

My experience with "reusables" like this, where you want to trigger the same emitter repeatedly... the mag-key for your AND gate needs to be emitted. Setting a paintinator switch to directional makes it a one timer: once the switch is triggered it cannot be reset. Setting the paintinator switch to 'One-Shot' (as opposed to 'Directional' or 'On-Off', not to be confused with the 'Number-of-Shots' setting) and attaching that output to an emitter that emits your mag-key for a fraction of a second (Lifetime)... this make a repeatable cycle.

The car isn't spawning, at all. I tried it in Play Mode, I shot the block with the paintinator switch on it, and then I stepped into the zone where you have to be for the other piston to extend. Well, it didn't work. I went into Edit Mode to see if both of the pistons had extended when I did both those things, so I destroyed the block, flew up to where the AND switch was and the piston the block was attached to had extended. Then I stood in the zone, paused and flew back up there, both pistons had extended and the light on the key switch was on.

Could the problem be with the emitter? The settings for it atm are:

Linear Velocity: 0.0
Angular Velocity: 0
Frequency: .5s
Lifetime: Infinite
Max Emitted: 1
Max Emitted at Once: 1 (also had it set to 5 before with same results)
Not Visible
2009-07-22 23:31:00

Author:
spacefox00
Posts: 35


Yeah - make the first Max emitted = infinite.

Stupid rules on the emitters - The max emitted (not max-emitted-at-once) is permanent and carries over into play mode and consecutive edit sessions. Dumb, am I right?

Everything else looked right.

Also, note my edit in my previous post ( again)
2009-07-22 23:34:00

Author:
v0rtex
Posts: 1878


Yeah - make the first Max emitted = infinite.

Stupid rules on the emitters - The max emitted (not max-emitted-at-once) is permanent and carries over into play mode and consecutive edit sessions. Dumb, am I right?

Everything else looked right.

Ah, lol.

Just tried it out, OMG ITS FINALLY WORKING. This is great, I destroyed the block and stood in the sensor zone, and it emitted. Then I drove it away, and came back to the sensor zone, and it emitted again and the one that previously emitted disappeared! Sweet!

Thanks for the help everyone! If I run into any other problems and need any more help I'll ask here...
2009-07-22 23:43:00

Author:
spacefox00
Posts: 35


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