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#1

Combination Lock

Archive: 15 posts


I would like to make a mechanism that is very similar to a combination lock:
http://www.northerntool.com/images/product/images/17856_lg.jpg

I've tried to make this myself but have had little success so far. Basically, I'd like to have a wheel that if you spin right, then stop it on the appropriate number - spin left, stop on appropriate number - spin right, stop on appropriate number - then the 'puzzle' is solved. Also, there doesn't need to be 40 points on the wheel - I'd rather there be 8 points around the wheel.

Is it possible to do this, and if so, could someone please explain how the logic should be put together? If you could post diagrams and simplified explanations that would be great. I definitely want the object, but I also want to learn how it works - LBP logic is not my forte, but I'm learning

Edit - I guess I should mention that I only have the front 2 thick layers (and the front 3 thin layers) to work with. The back layer is taken up, and there's nothing that I can do about that at this point.
2009-10-13 17:48:00

Author:
Powershifter
Posts: 668


You might be able to do this with some clever emitting logic... this is an interesting challenge to say the least.2009-10-13 20:59:00

Author:
Burnvictim42
Posts: 3322


http://www.northerntool.com/images/product/images/17856_lg.jpg

I have one of those in this very rom
Like exactly the same lock. It's from when we had lockers in year 7...and then didn't.
2009-10-13 21:01:00

Author:
ARD
Posts: 4291


I actually work with safes and know (sort of) how these actually manually work. I did actually for fun once try to make a working model. I only messed about with it for a bit though and never went back to it.

I guess it would be a lot easier to fake it with switches though

Just got to think of something then
2009-10-13 21:13:00

Author:
dorien
Posts: 2767


Moved to Help!2009-10-13 21:19:00

Author:
Whalio Cappuccino
Posts: 5250


it's the issue of forcing it to go one way then the other that I'm not sure about...

I'm tihnking ordered inputs tool. Where each of the poisitions are inputs, as are the points next to them.

So if you start at 40, had to up to 50, then down to 20, then back up to 30, the combination would be:

49, 50, 49, 31, 30, 29, 21, 20, 21, 29, 30.

Any wrong input resets. An input of 51 or 19 will also reset.


However, my ordered inputs tool requires that inputs cannot be trigger at a rate of more than 1 every 0.1 seconds. If you are spinning a big wheel it would be hard to enforce that, without making it very stiff.

But I think the idea above will probably be the basic principle though.
2009-10-13 21:35:00

Author:
rtm223
Posts: 6497


it's the issue of forcing it to go one way then the other that I'm not sure about...

couldn't you use a (possibly slightly) modified version of Comphy's directional grab switch thingy? I know he used to have a tech demo up with that awesome truck.

But using the ordered input, and the directional thingy, you grab a switch to make the lock start turning, and let go to make it stop. Letting go triggers a reaction by the switch, like a piston shooting out. If the combo is incorrect, the code would reset via ordered input. If its correct, it would activate the ordered input correctly. When you grab the switch again, it will start turning the other way.
2009-10-13 21:40:00

Author:
Burnvictim42
Posts: 3322


Yep. I'd still pump it through the ordered inputs tool, but the order would be a more sensible

number, left grab, release at number, right grab, release at number....

etc.


edit.. Ohhhh your talking about the forwards, stop, backwards, stop device? Yeah.

I wasn't sure if these things force you to go up/down/up/down, or if you can go up/up/down/up/up.
2009-10-13 21:46:00

Author:
rtm223
Posts: 6497


I'd use two different colored key switches, and after each correct one, emit them at proper locations. There should be two of the first colored switch, one about 20 degrees before where the previous number in the combination was, and another about 5 degrees after where the current number is. These will emit a signal that tells that the player has either gone too far or the wrong way. The other color would be the correct one and emit the blocks corresponding to the next number.2009-10-13 21:51:00

Author:
BSprague
Posts: 2325


Moved to Help!

Thanks for moving it to the Help forum - although it is an 'idea/project' that I'm working on. But I suppose this forum makes more sense since I'm asking for help.

I need to re-read all these posts to try and wrap my brain around what some of you are proposing
2009-10-14 00:09:00

Author:
Powershifter
Posts: 668


@ BSprague - I don't think I fully understand what you're trying to describe

@ rtm223 & burnvictim42 - I believe I get the gist of what you guys are explaining, as I've had a bit of experience between the two pieces of logic you guys are talking about. I'll start there and see what happens.

Thanks!
2009-10-14 00:16:00

Author:
Powershifter
Posts: 668


Got it! I believe I've come up with something that will work, thanks to all of your suggestions. Now if only MrsPowershifter would let me have the TV back... 2009-10-14 03:06:00

Author:
Powershifter
Posts: 668


Really? Care to explain how you got it to work... you've whet my curiosity.

Well... at least how you think it should work.

@ BV - It's funny you should mention that tech demo, as I seriously contemplated taking it down a few days ago. Stupid 20 level limit... *grumble* In the end, I deleted something else.
2009-10-14 03:47:00

Author:
comphermc
Posts: 5338


It's officially tested and it works! If you'd like to see a simple demo of it, just PM me.

Otherwise, this thread can be locked.

Thanks for all the help!
2009-10-14 18:07:00

Author:
Powershifter
Posts: 668


Locked by request.

2009-10-14 20:07:00

Author:
Whalio Cappuccino
Posts: 5250


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