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#1

Resetting a platform

Archive: 8 posts


Ok, I've got a platform that gets emitted that may, at times need to be re-emitted. Reason why? Once the player reaches a position on the the platform they'll trigger a prox switch that causes one of two supports to fall due to its supporting dissolve. Now the player usually at this point will make it to where they need to get, but for those that don't will die. Those that die spawn, of course, back before the platform, which is now dangling by it's single support. Now the problem. How do I get another fully supported platform to emit in the same spot as the broken one? And any solution will have to be able to be repeated of course if once again the player should die after the the platform falls. Help? 2009-08-23 07:44:00

Author:
Shris
Posts: 126


Heard of demitters? Basically have the emitter on a piston, move it offscreen, then move it back to the the original point and emit again. If the max at once is set to 1, you've got yourself a reset circuit


more info:

Demitters, Remitters and Dissolve Anything (https://lbpcentral.lbp-hub.com/index.php?t=t=11861)

.
2009-08-23 10:30:00

Author:
rtm223
Posts: 6497


Thanks, checked out the level. But you used a 2-way switch, can this be done with a prox switch without player involvment?2009-08-23 21:55:00

Author:
Shris
Posts: 126


Yeah. I'd think what you'd be looking for is the 4th switch in the prizes level (graph paper next to the tech demo. That has a prox to intiialise it and a push button to fire the reset. You can replace the push button with a prox (one shot) and place that on the previous checkpoint and place the initialiser prox somewhere before that checkpoint.

This is exactly what I did for the collapsing vent in Subterranean Setbacks.
2009-08-24 00:29:00

Author:
rtm223
Posts: 6497


Alternatively, you can destroy the previous checkpoint and emit an activated one when the bridge collapses. This is much simpler than trying to demit the whole bridge section (no offense rtm). It will serve as an automatic activation of the intended checkpoint.

One way to do this is to attach the checkpoint to a "flipper in" winch (min length = 0), which would trigger when the platform collapses. As long as the checkpoint catches on something indestructible, it will break (I suggest DM). At the same instant, you'll want to emit an activated checkpoint in the next location. Posted earlier today:


What I do [to make an activated checkpoint] is...

Go into an empty level. Pause. Place a checkpoint somewhere near it. Then, create a rectangle of dark matter above the checkpoint. Attach a winch to the top of the rectangle and hook the other end onto the start gate. Change the winch's setting so that it is flipper in, min length = 0. Exit popit and unpause.

The start gate should be destroyed, and you should be left with just a chunk of DM and your checkpoint. Go into play mode, and then return to create mode. You should have entered the level via the checkpoint, thereby activating it. Capture and enjoy.

That's also good learning for how to destroy checkpoint
2009-08-24 01:23:00

Author:
comphermc
Posts: 5338


no offense taken, but your solution removes the possibility of retry and that does offend me


One way to do this is to attach the checkpoint to a "flipper in" winch (min length = 0), which would trigger when the platform collapses. As long as the checkpoint catches on something indestructible, it will break (I suggest DM). At the same instant, you'll want to emit an activated checkpoint in the next location.

Also, I've seen this not working plenty of times. I've seen objects that should break when they are pulled into DM just overlap it and then gently push back out as the flipper returns. It's not nice. Very fast directional seems to be more reliable from what I've seen.
2009-08-24 01:26:00

Author:
rtm223
Posts: 6497


I re-created the switch you've suggested and it works perfectly, thanks for that. I spent about an hour trying to figure it out though. I made a piston hit the button

@comphermc, I did actually try that at first as was my only idea. It got interphered by another checkpoint though, maybe I did it wrong. But like rtm said, it gets rid of the possibility to retry which I really didn't want. But thanks for the help though.

This was all that stood between me and a finished level.
2009-08-24 07:24:00

Author:
Shris
Posts: 126


Glad you got it to work.

Those demitters can be so useful!
2009-08-24 14:55:00

Author:
comphermc
Posts: 5338


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