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#1

Pistons: delay + premature rebound issues

Archive: 5 posts


Set a piston from a dark matter block to a moving object.

Capture the whole thing.

Emit it...


...wtf?

After being emitted the piston initially takes 5 - 10 seconds to activate, extends to half of it's max length, and then returns to it's minimum length. Only on extending for the second time does it go the full length and continue to work as it should.

Anyone else encountered this or know a solution? Is there some trick to ensuring that emitted pistons will avoid delayed activation and the half-way rebound effect?
2009-09-01 13:18:00

Author:
Ungreth
Posts: 2130


I think it's the resyncing issue. same as if you hold a piston in place using the poppit in create mode and then let it go sometime later.

If I remember correctly, wobble bolts don't resysnch when activated via a on/off switch in real time. If the same is true for pistons then you could try emitting it with a grab / sticker switch set to inverted (i.e permanently on). Absolutely no idea if this will help or not though.
2009-09-01 13:22:00

Author:
rtm223
Posts: 6497


I think it's the resyncing issue. same as if you hold a piston in place using the poppit in create mode and then let it go sometime later.

If I remember correctly, wobble bolts don't resysnch when activated via a on/off switch in real time. If the same is true for pistons then you could try emitting it with a grab / sticker switch set to inverted (i.e permanently on). Absolutely no idea if this will help or not though.

Thanks. I'll try it and see...

Edit: nope, didn't help at all. Same problem's still happening.
2009-09-01 13:25:00

Author:
Ungreth
Posts: 2130


I've seen issues very similar to this and I think that rtm223 is correct on this matter.

Here is what I've seen and a possible work around.

You make dark matter, make an object and connect the two by a piston. You set the piston properties to have a specific timing and max/min values.

Usually when I set a piston to an object the object is already at my intended max distance but possibly you are tweaking the max to be further than originally created. (This may be causing the halfway extension the first time.)

However since the timer on the piston starts from min position and the duration is the complete extension and retraction then if you created a piston that is already at max extension then it will sit around while it waits to get into sync.

If the piston has a duration of 10 seconds and is at max extension when started either by an On/Off switch or by closing out the popit after newly creating it then it will wait around, not moving, for five seconds or until the piston would normally reach that distance in the specified duration before it starts to move.

At the time it reaches that distance in the sync then it should start into its normal extension/retraction routine following all of the values you've configured.

This sync pause only seems to happen the first time the piston starts up after being created. If you created all of this in pause mode and connected the piston to an On/Off switch then the first time you start it by the switch then you'll see this pause activity as well.

I do not know why it would extend halfway the first time though.

Try this as a solution; Create your object, connect the piston and configure the piston values. Once created let the piston go through it's initial sync and gets into its normal operation.

Now pause the level when the object is in the configuration you want, such that it will extend or retract the way you want once emitted, and capture it.

When the object is emitted from this state it will simply continue the normal piston operation from the point at which you paused it.

The same holds true for using On/Off switches to control pistons. Make sure that the piston works through the initial sync step, wait for the piston to get to the position that you want the piston to start/stop from, pause the level and then attach the lead from the On/Off switch.

Now when started by the switch it will resume operation from the exact point it was stopped, smoothly and with no delay.

I hope this helps. If you have more problems on this I'd be happy to help more.
2009-09-01 19:59:00

Author:
Trindall
Posts: 297


Nice post Trindall. TBH I had no idea if what I had said would help, it was just a guess.

I'm gonna play around with what you've said and see if I can get a better idea of how this whole thing works later on.
2009-09-01 20:07:00

Author:
rtm223
Posts: 6497


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