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#1

Never ending stuff

Archive: 9 posts


I want to create a vertical "thing" which has "stuff" on it - it sort of looks like a cargo lift that is always going up at a constant rate - thought of using a caterpillar track vertically so it keeps going round and round.

My question is can this be achieved using an emitter instead?

Any help will be appreciated
2010-01-13 12:59:00

Author:
Catseyez
Posts: 68


can you be a bit more specific on this "thing"? lol2010-01-14 01:18:00

Author:
javi haguse
Posts: 744


Yeah to be more specific, Its a missile loading system - a missile is inside a box and it is meant to look like these missiles are being lifted up a conveyor belt - vertically

Then the player has to time a jump in between these as the system pauses... I have got 4 boxes with a stiff rod above and below and all they do is go up, pause and then go down again.

hope this helps
2010-01-14 09:02:00

Author:
Catseyez
Posts: 68


Place a rotating circle in the background, attach the missile boxes to the outside of the circle with elastic, attach the missile boxes together with non-stiff rods, and then set up some tracks outside the circle for the missile boxes to move through. Then put whatever background you need to in front of the circle to cover it up. Maybe that would that work? (I have no clue, I haven't tried it. Just a thought. And for this you'd probably end up with two missile conveyor belts on either side of the circle, one going up and one going down.)2010-01-14 09:17:00

Author:
SirPaper
Posts: 150


If you just want to have boxes continuously showing up on the vertical conveyor belt, I think the 'caterpillar' track is the best solution. Just to be sure, by caterpillar, u mean similar to a tanks 'wheels' right? If so, that's what I mean. Now for the boxes I suggest emitting them at the bottom of the level and then disappearing off-screen on the top. I think the best way is to have the emitter at the bottom connected to a mag switch and then have switches on each of the little platforms where the boxes are going to be. So when the mag switch senses the switch, a box will appear. Just make sure you do this off-screen. I think mrsupercomputer did something similar (horizontally in this case) in Manufactured Madness. I think that's what you mean, right?2010-01-14 13:18:00

Author:
javi haguse
Posts: 744


Yeah that sound the best way to do it

Thanks!
2010-01-14 14:38:00

Author:
Catseyez
Posts: 68


Here's a little video I found on YouTube on how to make Tank Treads. Just in case you need it.

http://www.youtube.com/watch?v=0pfNm0y9Z0E
2010-01-14 16:44:00

Author:
javi haguse
Posts: 744


I want to create a vertical "thing" which has "stuff" on it - it sort of looks like a cargo lift that is always going up at a constant rate - thought of using a caterpillar track vertically so it keeps going round and round.

My question is can this be achieved using an emitter instead?

Any help will be appreciated

The tread ideas are good, but I have another idea that might work for you if you don't want a caterpillar track:

I haven't tried this yet, but I can't reason why it wouldn't work. If the visual effect is neverending vertical platforms raising upwards, then you should be able to achieve this using only emitters and platforms attached to dark matter blocks by pistons. I recall x_Nobody_x doing something like this in his recreation of super mario bros world 1-2 (?), where there is an endless loop of rising platforms that don't ever come back down.

Essentially, the idea is to emit a timed series of platforms that rise to their maximum height then disappear. First, you would calculate how many platforms need to be on-screen at any time. Let's say for simplicity that this is three.

Now, design three platforms attached by piston to dark matter blocks as follows:


(1) ==== (2) ==== (3) ====
|| || ||
[ ] || ||
[ ] ||
[ ]


Capture each version of the platform. The platforms are designed so that at minimum piston length, they line up at the top, but the supporting dark matter blocks are staggered so that they don't overlap in vertical space. We are going to emit them in a sequential repeating pattern... platform 1, then platform 2, then platform 3, then platform 1, then platform 2... etc.

Piston min/max lengths: The difference between min/max for each platform needs to be identical. For (1) min might be 10 and max might be 110. Then for (2) min might be 30 and max might be 130. For (3) it would be min=50, max=150.

Emitter timing & piston timing: Here's where it comes together. You want to set your emitted object lifetime to the time it takes to go from min to max height. (Half your piston total time). Let's say that is 6 seconds. Now you want to emit your objects every 6 seconds, with a sync delay of 2.0s for each emitter. (emitter 1 = 0; emitter 2 = 2.0s; emitter 3 = 4.0s).

So how does it work? The shortest platform is emitted, at which point it immediately starts moving upwards. Then the second platform is emitted in the SAME SPACE as platform 1. Because the dark matter block is carefully positioned lower and because platform 1 has already started to move upwards, you can emit platform 2 in the same spot that platform 1 started. Same goes for platform 3... the dark matter block occupies yet another unused area of space, but the starting position for the platform is the same as the starting positions for platforms 1 and 2, but since they have moved out of the way, the emitter isn't blocked from emitting.

If you time it right, the platforms should come at even intervals and should appear like they are part of a continuous series. Hide the pistons by making them invisible or stick them behind background and you're set.

Hope this helps.
2010-01-14 17:52:00

Author:
Thegide
Posts: 1465


wow what a comprehensive answer - and a great way of doing it... sounds complicated but I know exactly what you mean and will definitely give this a go. I wonder which method would be the most thermo friendly? Thanks to Thegide and Javi Haguse for fab suggestions.2010-01-15 09:22:00

Author:
Catseyez
Posts: 68


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