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#1

Bouncing help

Archive: 16 posts


I've got this little problem I'm trying to overcome, but try as I might I hit a brick wall every time. I'm hoping there's a simple solution to this one.
I've got a bouncy platform which lets you reach a certain height and I want this platform to bounce you higher once a switch has been tripped. I've been messing with the speed setting on the bouncy platform but this only affects the retract speed of the platform and not the bouncing speed.
I've also tried attaching 2 pistons and triggering each independantly but this tends to give the horrible breaking sound and can be quite glitchy.
Anyone?
2010-02-07 19:44:00

Author:
Frogmeister
Posts: 236


I think the easiest way would be for the bouncing platform to just be raised itself. But one way you could do it would be to put a winch going from the bouncing part to the ceiling, and the winch can only activate once you've pulled the lever. So when you'd go on the platform after pulling the switch, the piston pushes and the winch pulls for extra strength. Does that make enough sense?2010-02-07 21:47:00

Author:
Incinerator22
Posts: 3251


It makes perfect sense, thanks. Not too sure it'll work but I'll give it a go.2010-02-08 00:17:00

Author:
Frogmeister
Posts: 236


I forgot to mention: Piston strength should be 6 or 7 and winch strength should be 10.2010-02-08 01:12:00

Author:
Incinerator22
Posts: 3251


I don't have any pictures at the moment, but at one point I made what I call a Variable Distance Jump Platform. I haven't posted it on the forum (because it is a pretty simple object), so I'll describe it here (I also haven't searched the forum, so if someone has made it before me that's cool). Try to follow my words for now, and I'll post pictures later on in the morning when I can get the ps3 again.

I created a horizontal rectangle of dark matter, and some distance above that created a horizontal rectangle of polystyrene (this can be any material as long as its grabbable). Connecting them is a stiff spring and a backwards winch, set to the same strength/length. On the polystyrene is a directional grab switch hooked up to the winch. When the player grabs the top platform, the winch retracts. At any point the player can let go, at which point the spring will bounce the platform up, launching sackperson. As springs push harder the more they are compressed, the longer the player holds the platform the farther they'll go in the end. For your needs we would just need to modify the system so the winch can only retract to a certain point until a requirement is met.

I would do this by having a piston off to the side by lined up in between the grab platform and the dark matter. On the bottom would be a dark matter block, and on the top would be a block of material not dark matter (cardboard is good). On the cardboard block would be a one shot mag switch hooked up to an emitter. When the piston is fully extended, a mag key placed on a thin layer of dark matter would activate the emitter. The emitter would emit a piece of dark matter with an infinite life span and maximum number of emitted set to 1 under the grab platform, thereby restricting its moving, which in turn restricts how far sack person will be launched. A directional 2 way switch (or any switch that matches your need, really) would be hooked up to the piston keeping it extended on the first, lower ledge or area you want sack person to go. When sack person reaches that area or ledge and pulls the switch, the piston retracts. When it is fully retracted, another mag key would activate the one shot mag switch. This would delete the first dark matter blocker and would re-emit it much lower down. This will free up how far the grab platform can retract, which in turn will allow sack person to get launched farther. (This idea came from rtm223's post in the Incremental Piston thread I started. his design used dm blockers to restrict the ever-moving pistons movement, which is pretty brilliant. My system in that thread uses a 3 way switch pulled on by winch's for a set duration of time)

I'm sorry if the text is a little hard to understand, I'll get pics up as soon as I can.
2010-02-08 06:39:00

Author:
Mennenth
Posts: 52


That variable jump platform sounds pretty clever, but I would use it differently. Take your platform with springs, put two winches on it, set to flip outwards. The first winch draws the platform halfway down before releasing it, and is alway on. The second winch draws it down fully for more jumping power, but is only activated after whatever event should make it jump higher. They should be in synch, so when active, the second winch always overrides the first winch.2010-02-08 12:19:00

Author:
Rogar
Posts: 2284


That variable jump platform sounds pretty clever, but I would use it differently. Take your platform with springs, put two winches on it, set to flip outwards. The first winch draws the platform halfway down before releasing it, and is alway on. The second winch draws it down fully for more jumping power, but is only activated after whatever event should make it jump higher. They should be in synch, so when active, the second winch always overrides the first winch.

When I sat down with lbp this morning and began working on the system, I was forced to think of a different solution, and came up with the solution you just posted. For some reason, the dark matter blocker wasn't blocking the platform from moving. It would "sink" into the dark matter and eventually break. I have no idea why. So, I created a new system.

The 2 Ledges
http://i841.photobucket.com/albums/zz337/Mennenth/Variable%20Distance%20Jump%20Platform/entirething.jpg

This is just a shot of the system plus two ledges.

Closer up on the system
http://i841.photobucket.com/albums/zz337/Mennenth/Variable%20Distance%20Jump%20Platform/designone.jpg

As you can see, which winch is active is dependent on where the mag key is. The short range winch is on the left, while the long range winch is on the right.

Short Range winch properties
http://i841.photobucket.com/albums/zz337/Mennenth/Variable%20Distance%20Jump%20Platform/pistononesettings.jpg

Long Range winch properties, plus what the system looks like after the 2 way switch has been pulled
http://i841.photobucket.com/albums/zz337/Mennenth/Variable%20Distance%20Jump%20Platform/pistontwosettings.jpg


I think the system is pretty self explanatory. The 2 way switch is directional and controls the "toggle" piston on the bottom of the system. If the grab thing for the switch is on the left, the key is on the left. The mag switches are simple on/off switches, so once a winch gets activated, it stays activated until the key goes away. The 2 way switch starts off on the left, the short range winch.

The player gets onto the platform via whatever means you need him to, and gets launched a short distance to where the 2 way switch is. The player can then move the 2 way switch to the right, moving the toggle piston over, deactivating the short range winch and activating the long range winch. The player can then drop back down onto the platform, where the long range winch will launch him farther up then before, to the top most ledge.

*EDIT* I didn't read thoroughly, in your post you said that if they were in sync the second winch would override the first. I tried this by deleting the on/off switch for the short range winch so it would be permanently on. The long range winch does indeed take priority, but I immediately noticed a "double jump" in the platform. The long range would flip outwards, then the winches would begin to drag the platform back down, and it would flip back outwards about a half second afterwords. Do you know if this would be because both winches are at sync 0.0? Do I need to move them both to be 0.1 or higher?
2010-02-08 14:23:00

Author:
Mennenth
Posts: 52


Hehe, great minds think alike. 2010-02-08 14:44:00

Author:
Rogar
Posts: 2284


Excellent work!
Thanks guys. I never thought of the simple step of using a grab switch and springs.
Problem soved.
Many thanks!
2010-02-08 17:28:00

Author:
Frogmeister
Posts: 236


Menneth... wire the 2-way switch to both winches and set one of them to backwards. Saves a bit of fuss, methinks.

2010-02-08 17:57:00

Author:
comphermc
Posts: 5338


*EDIT* I didn't read thoroughly, in your post you said that if they were in sync the second winch would override the first. I tried this by deleting the on/off switch for the short range winch so it would be permanently on. The long range winch does indeed take priority, but I immediately noticed a "double jump" in the platform. The long range would flip outwards, then the winches would begin to drag the platform back down, and it would flip back outwards about a half second afterwords. Do you know if this would be because both winches are at sync 0.0? Do I need to move them both to be 0.1 or higher?

My intention was to have the second winch overshadow the first winch in every way, so the first winch becomes irrelevant. I like the idea of switching it off completely, but I'm a bit worried about at what position the winch will stop. If it was almost all the way down, it might hamper the second winch. So I think they should be set up so that they have exactly the same movement cycle (synced to 0, timing the same), except the second winch pulls down further (and faster). Not sure what could be going wrong there.

@comphermc: The winches are driven by on/off, so setting backwards is not an option here.
2010-02-08 19:35:00

Author:
Rogar
Posts: 2284


I like the idea of switching it off completely, but I'm a bit worried about at what position the winch will stop. If it was almost all the way down, it might hamper the second winch.

That might be the problem. Now that I think about it, I did notice a behavior I wouldn't have expected when the toggle piston moved when the system was close to the bottom. The system would stall out a little and then only move in very small amounts. This was only an issue when going from the long range winch to the short range winch though. Going from short to long didn't seem to have any issue other then that weird double jump if the short range winch was active all the time.
What if I added an AND gate so the toggle piston can only move once the platform is at its peek right after flipping outwards? I imagine that could solve the first issue, but I'm not sure how practical it would be.


So I think they should be set up so that they have exactly the same movement cycle (synced to 0, timing the same), except the second winch pulls down further (and faster). Not sure what could be going wrong there.

I'm really not sure either. They are both set to sync of zero and a 2 second timing... maybe I should make the short range winch weaker than the long range winch?

I'll continue to do some tests on this system when I get a chance. I share the ps3 and its currently under "hostage" so to speak.
2010-02-08 23:33:00

Author:
Mennenth
Posts: 52


I managed to get this working yesterday. I did run into some strange stuff yesterday while trying out something for another thread here (Rtm's crusher thermo). I had two pistons with exactly the same settings, yet they were running out of sync. I think it was somehow caused by attaching and detaching an on/off switch. I had to delete the piston and create a new one to get them to sync again. Maybe if you rebuild, it'll fix yours, too?2010-02-09 11:36:00

Author:
Rogar
Posts: 2284


Wow, you guys really solve problems.2010-02-09 13:34:00

Author:
Emogotsaone
Posts: 1030


I managed to get this working yesterday. I did run into some strange stuff yesterday while trying out something for another thread here (Rtm's crusher thermo). I had two pistons with exactly the same settings, yet they were running out of sync. I think it was somehow caused by attaching and detaching an on/off switch. I had to delete the piston and create a new one to get them to sync again. Maybe if you rebuild, it'll fix yours, too?

I'll try it out and see. And actually, I like the 2 piston idea a bit better then using winches. There would be no need for the spring, saving on thermo, unless you just wanted some extra "ummf" in the bounce.
2010-02-09 19:29:00

Author:
Mennenth
Posts: 52


Two piston idea? My pistons were for a different problem. I wonder what you're planning... 2010-02-09 19:42:00

Author:
Rogar
Posts: 2284


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