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How to make moving platforms triggered by paint?

Archive: 7 posts


For some reason, this problem is over my brain tonight...

I have a platform with a panel on it. When Sackboy shoots the panel with paint, I want the whole thing to move. I want it to move "on/off" style and not "direction" style. My problem right is that I want a paint switch that doesn't empty itself. Right now, if I link the paint switch with the piston that moves the platform around, it moves AFTER its hit with the required amount of paint balls and then it's permanently moving. What I want is the platform to move only when I shoot the panel. Is that possible?

**Notice that I am not looking for moving platforms like the MGS levels. Those are paint switches linked with a piston in flipper mode. In my case here I don't want the flipper effect.

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2009-11-25 04:59:00

Author:
RangerZero
Posts: 3901


uhm so you want them to move for....how long? Need to specify that.

I was thinking just set the paint switch to one shot and connect it to an emitter that emits a mag key next to a switch that turns the platform on/off

but still Im not exactly sure what you want
2009-11-25 05:09:00

Author:
Littlebigdude805
Posts: 1924


uhm so you want them to move for....how long? Need to specify that.

I was thinking just set the paint switch to one shot and connect it to an emitter that emits a mag key next to a switch that turns the platform on/off

but still Im not exactly sure what you want
This.

With the clarification that it should be set to both One-Shot (as opposed to On/Off, Directional, or Speed) and Number of Shots = 1 (so it resets after each single hit). Then you can connect the paint switch to either a timer switch set to On/Off (as described above by Littlebigdude805) or to a toggle switch set to directional (if you want it to extend on one hit, then retract on the next).
2009-11-25 05:39:00

Author:
v0rtex
Posts: 1878


Let's say you have that platform that can move from A to B. I would like the platform to move only when I shoot it with paint. When I stop shooting it stops. If you shoot continually it will continually move. See what I mean?

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2009-11-25 05:42:00

Author:
RangerZero
Posts: 3901


K do what i said but make the emitted block fall down so that another one can be emitted on top of it, set the mag switch radius so that it will pick up on both keys, the emitted mag keys should have a life time about as long as the break between each paint ball, this way as long as your shooting, the mag switch picks up on the mag keys without a stutter as it will always have ATLEAST 1 key in its radius as long as you shoot.2009-11-25 06:14:00

Author:
Littlebigdude805
Posts: 1924


That is absolutely one way of doing it. I have another way, that doesn't involved emitters and may be lower thermo. Remember that quick-reset timer from the Intermediate Logic Pack? Well, that's one of my favorite logic pieces (the other being the set-reset), and it can actually be used here. Yay!

First we are going to need the set-reset switch, which you can either make yourself or nab from the logic pack:

http://www.lbpcentral.com/forums/attachment.php?attachmentid=1817&stc=1&d=1259157240

Alright, you need to first set the winch to flipper-in, so that it can take a one-shot input. The timing for the winch must be .1 seconds, and it must have a strength of 10. Second, you need to ensure the piston is stiff, backwards, has a strength of 5, and is set to have the same length settings as the winch. Ideally, they would both have a minimum of 0. The winch actually behaves better when it has a minimum length of .1 units. This piston does not have a flipper setting.

Alright, we need to add our magnetic keys. Put a key on the piece of cardboard, and put a mag key switch on the DM, turned on its side to face the key. Tweak the radius so that the key is just out of range when it is fully extended. Do not invert the switch, but do set it to the desired output (either on/off or directional).

Add a grab switch to the DM, invert it and set it to directional, and attach it to the piston. This will ensure the piston is always pushing outward, but will only be allowed to do so when it is not fighting the winch (since the winch is stronger, it will win out every time). Attach your one-shot paint switch to the flipper-in winch. Set the timing of the piston to be double the time you would like to pass before the "vehicle" turns off from not being shot. I'd say .6 seconds would be about right, but I'm not sure.

Attach the output for the magnetic key switch on the DM to whatever is driving the car (whether it be a piston or a set of wheels). You are now finished.

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When you shoot the one-shot paint switch, the winch will flipper in and bring the key into range of the magnetic key switch. Winches cannot push outward, so the piston is allowed to extend at its desired speed (say .6 seconds). If you stop shooting for .3 seconds [half of its time setting], the key will have extended back to its original position, and the vehicle will either stop moving or go back in the other direction (depending on if you are using a on/off or directional output, respectively).

Note: the nature of the flipper-in piston limits that it can only realize a paint shot every .1 seconds. This seems like a short amount of time, and it is, as long as the time setting for your piston is at least about .4 seconds. The longer the better, really - but let's be realistic.

Good luck.

2009-11-25 14:10:00

Author:
comphermc
Posts: 5338


YESSSSSSS.

This problem is so resolved that it isn't even funny.

/creating pause

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2009-11-27 05:08:00

Author:
RangerZero
Posts: 3901


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