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help, making objects appear without emiters

Archive: 16 posts


Please can someone help me to make a room select switch, eg grab a sponge and room 1 appears, then again for room 2, and so on till your back to room 1. This would be easy, however, i need it to work without emiting the room

[edit] a diagram

http://www.lbpcentral.com/forums/picture.php?albumid=827&pictureid=7841

the room needs to come from elsewhere then into position (level with the platform) then back to where they were, like a cycle. each room is 2 layers thick, and huge
2009-10-22 10:57:00

Author:
springs86
Posts: 785


You want a room to "appear", but don't want to emit it? I don't really see that happening TBH.

Sounds like you want an elevator of some kind.
2009-10-22 11:07:00

Author:
rtm223
Posts: 6497


Simple...

Lets say you have two rooms that are the same object. Room 1 is below and room 2 is at the top. Now, place down a bit of Dark Matter above the two rooms, and attach the DM to the rooms object with a piston. Set the piston to stiff and tweak it so it has no pause. After that make your main control room where the grab switch is and that you will enter the other two rooms from. Set the grab switch to basic on/off mode and wire it up to an emitter somewhere. Make a block out of any material, preferably not peach floaty though . Once you have done that, put a magnetic key on the block and save it into your objects. Put a magnetic key switch the same colour as the one on the block near to where your block is going to be emitted. Set the emitter settings to only 1 being emitted at once and set the block to be emitted half the time that the piston is set to, also set your emitter frequency to 0.1 seconds. When you have finished with the emitter, wire your magnetic key switch up to the piston and you've got a basic elevator but the rooms are moving instead of you. Do you get what I'm saying? If not I'll try and explain it a bit better.

EDIT: If you want to do three rooms, set your block to emit a THIRD of the piston time, lets say you piston time is 12, set the block to appear for 4 seconds.
2009-10-22 12:03:00

Author:
olit123
Posts: 1341


You want a room to "appear", but don't want to emit it? I don't really see that happening TBH.

Sounds like you want an elevator of some kind.

is it even possible to do with out a emitter
2009-10-23 06:17:00

Author:
siccology
Posts: 279


If the rooms weren't huge, this would be possible, by dragging the new room in from a distance via a piston (each room being a different direction, up, down, and right). But the fact that the rooms are big and probably heavy, pistons won't work all too well when moving them. An elevator is really what you probably want.2009-10-23 07:07:00

Author:
Burnvictim42
Posts: 3322


Why not just move the platform that the player is on?2009-10-23 10:38:00

Author:
BSprague
Posts: 2325


Lol, I was pretty much all like how's this going to work? until I saw BSprague's post. Why NOT move the player platform? It would take just as much/less space and thermo than moving the rooms.

And if you really can't use emitters, it's probably your best bet.
2009-10-23 16:04:00

Author:
goldenclaw13
Posts: 224


why not use 3 rooms stacked on top of each other connected to a really fast piston on another really fast piston so when you press the thing it goes "pop" and the rooms there b2009-10-23 16:17:00

Author:
Kern
Posts: 5078


There are a lot of reasons why you wouldn't want to just move the room with the sponge. Assuming there is something to the left of the sponge or something to the right of the rooms, it's pretty much a requirement that the vertical positioning of the player remains the same.

When I said elevator, I actually meant that the rooms would still move, it's just that the mechanism in question would still be that of an elevator.

As for actually moving the rooms, if you do move fast then that will help the pistons be strong enough to move them, but then you will probably mess up the rooms and the items within them. Remember though that you can just use several pistons until it is strong enough.

If doing slow movement, have a door that blocks off the route and probably AND the sponge with a require all in the control room.
2009-10-23 16:36:00

Author:
rtm223
Posts: 6497


thanks for help everyone

the reason why i wanted to move the rooms instead of the platform is because:
a: the platform is actually the rest of the level, so its way bigger than the rooms
b: theres level to the right of the rooms as well, the rooms create a sort of bridge

one thing that i don't understand is the logic needed to make the elevator system work using only one sponge
2009-10-24 18:12:00

Author:
springs86
Posts: 785


Out of curiosity, why can't you use emitters? it sounds to me like you could use 3 demitters. It would take a bit to wire up, but it's totally do-able. Why's this out of the question, out of curiosity? Maybe other stuff you do in the level directly affects the contents of the rooms before or after they appear?2009-10-25 00:31:00

Author:
Teebonesy
Posts: 1937


Maybe other stuff you do in the level directly affects the contents of the rooms before or after they appear?

This was my assumption. That or you need to move objects around inside the rooms, and when you come back to that room, you need the objects in the same place - or even that you need to transfer things between the rooms.


In terms of making it work, olit123's solution would be very basic. His timings are wrong though, you would want to use 1/4 of the pison timing, not 1/3. It would also have the downside that the sequencing of the rooms would be 1-2-3-2-1-2-3 etc. rather than 1-2-3-1-2-3...

Other solutions could involve using a set-reset device. Set the movement going when the player grabs the sponge and stop (reset) the motion next time a room is in position. You would need some supporting logic to make it fail safe but it would work.
2009-10-25 00:46:00

Author:
rtm223
Posts: 6497


Maybe other stuff you do in the level directly affects the contents of the rooms before or after they appear?


That or you need to move objects around inside the rooms, and when you come back to that room, you need the objects in the same place - or even that you need to transfer things between the rooms.


For all reasons stated


Other solutions could involve using a set-reset device. Set the movement going when the player grabs the sponge and stop (reset) the motion next time a room is in position. You would need some supporting logic to make it fail safe but it would work.

That sounds good, however, i have no idea how to make one
2009-10-25 18:40:00

Author:
springs86
Posts: 785


Make the rooms appear with pistons that have 0.1 timing so they go throught walls.2009-10-25 18:47:00

Author:
Chamion B
Posts: 124


Make the rooms appear with pistons that have 0.1 timing so they go throught walls.
That doesn't sound like it would work for a couple reasons. The first one would be that really large objects moving at fast speeds is a huge no-no. The second would be that the faulty collision detection required to "go through walls" doesn't work on objects that are anywhere near the size of a room. Third, any objects that are loose inside the rooms are either going to break or be thrown around. And fourth, what wall are you talking about?
2009-10-25 19:13:00

Author:
BSprague
Posts: 2325


And fourth, what wall are you talking about?

I lol'd. Also, moving anything at really high speeds is a big no-no. To move something the size of a room to a completely new location in 0.1s woul dresult in a big crunchy noise and lots of tears
2009-10-25 19:16:00

Author:
rtm223
Posts: 6497


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