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#1

multi rising stairs

Archive: 12 posts


Hi everyone. This is sorta hard to explain but here goes. What i want is to make a set of stairs that are in the ground (so the grounds flat and you dont know that they are there) When you pull a switch the stairs activate and rise. when you get to the top of the stairs you pull another switch and what i want to happen is the stairs rise again but go up the opposite way so you can then go up them. sorry if that dosent make sense. I think the level that i saw it done really well was called 'flaming timberland'. Can anyone help me?2009-09-25 19:50:00

Author:
theamilien
Posts: 485


jackofcourse can probably help you the best, he made it.

But it's fairly simple, you just need two sets of hidden pistons. I'll draw a diagram and update this in a minute.

EDIT:http://img180.imageshack.us/img180/5585/90079952.jpg
This is how I would do it.
The black are the stairs, the blue are the pistons, the red blocks are wood or some other connecting material, the brown is the ground, the yellow are directional two-way switches, and the green is wires.
2009-09-25 19:52:00

Author:
BSprague
Posts: 2325


Ahhh thanks for that,it all makes sense now2009-09-25 20:00:00

Author:
theamilien
Posts: 485


I would use winches! *glances around for rtm*

Seriously though. Add a zero strength piston to keep everything in line and then use different length winches to pull it upward. Make sure your pistons range of lengths is way more and way less than you need. This would be much more stable than linking together pistons in series.

Need more clarification? Check this thread:

https://lbpcentral.lbp-hub.com/index.php?t=t=16124

You would just turn it on its side to get the desired effect.
2009-09-25 20:00:00

Author:
comphermc
Posts: 5338


Either way is good, but as comphermc says, make sure there is a piston connected between the end pieces and some dark matter. If you notice in flaming timberland, those stairs really wobble when they are fully extended. This is because the top sections are not directly connected to dark matter.

tsk jackofcourse!
2009-09-25 20:45:00

Author:
rtm223
Posts: 6497


Either way is good, but as comphermc says, make sure there is a piston connected between the end pieces and some dark matter. If you notice in flaming timberland, those stairs really wobble when they are fully extended. This is because the top sections are not directly connected to dark matter.

tsk jackofcourse!

I was only a young Sackboy back then...go easy on me

I think the stairs in Tribal Ruins made up for it though
(Although in actual fact I still used to same method...I have some winch reading to do apparently!)
2009-09-28 01:42:00

Author:
jackofcourse
Posts: 1494


http://img180.imageshack.us/img180/5585/90079952.jpg

That brings back memories.

Hours spent struggling with that irritating glitch where if two joints act on the same "loose" object, the piston, for no apparant reason, takes on the properties of an elastic even when stiff.

It involved some very elaborate techniques to get around but if winches will work with what you're working on, use them!
2009-09-29 22:33:00

Author:
Killian
Posts: 2575


That brings back memories.

Hours spent struggling with that irritating glitch where if two joints act on the same "loose" object, the piston, for no apparant reason, takes on the properties of an elastic even when stiff.

It involved some very elaborate techniques to get around but if winches will work with what you're working on, use them!
That's strange, I use this technique all the time, and I've only had to strengthen/reinforce it once and that was for a totally different reason.
2009-09-30 00:08:00

Author:
BSprague
Posts: 2325


EDIT:http://img180.imageshack.us/img180/5585/90079952.jpg


Hey, I found a most simple solution to prevent such constructions from being unstable (I literally headdesked when I figured this one out a few minutes ago. I'm currently working on a staircase which can take one of seven possible states and had to mix rtm223's winch-and-piston-technique with the multi-piston-trick showed in this picture).

Alright, be prepared.

Just attach a fix piston with minimal length 0 and maximum length greater than or equal to its initial length to the pillar and the darkmatter below, "cutting" through the middle piece which links the two existing pistons. Set the strength to 0.

Physically, this piston has no influence on the mechanism. It's got no strength and the max and min lengths do not interfere with the min and max of the "useful" pistons.

BUT! It tells the game that the pillar is directly linked up with the dark matter, thus wiping out the wobbly effect!
2009-09-30 22:14:00

Author:
Treas
Posts: 223


@ treas, that's what I meant by this:


make sure there is a piston connected between the end pieces and some dark matter.

Obviously, looking back, it's very very unclear I use the 0 strength pistonall the time for stability. It also gives completely frictionless linear movement so I've used it for 1 use timers as well - just give it a little nudge (or little pull with a winch) and it moves to the end with constant velocity
2009-09-30 23:35:00

Author:
rtm223
Posts: 6497


So, no ground-breaking, awesome, new discovery? Too bad :/

I used stiff strength 0-pistons all the time for different contraptions, but I never thought about actually "bypassing" the connectors inbetween by adding a direct piston.

Great news: My 7-state-staircase works perfectly! Will be implemented in my upcoming portal-inspired level.
2009-10-01 00:57:00

Author:
Treas
Posts: 223


cool i always wondered how to do this2009-10-01 01:31:00

Author:
rseah
Posts: 2701


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