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#1
Wanted: A Logic Mastermind
Archive: 15 posts
I have a level called "Jungle City," which is just about ready to be published. Thing is, that it ends with a boss that has 3 moves, controlled by 9 individual magnetic switches. I want them to be pefectly timed, but also start with just the right move. I can manage one, but not two. If you think you're up to the task, message me. | 2010-02-18 06:43:00 Author: Unknown User |
If you can post more specifically what you want, we might be able to solve it here Plenty of people around here (myself included) have made a boss or two in their time, let us know what you want, and we'll see what we can do to help. | 2010-02-18 08:46:00 Author: Burnvictim42 Posts: 3322 |
The boss is a fairly big steel knight with rocket boots, refered as "the Champion." He appears in a small volcanic cave. Here are the things I want him to do: 1. Double flamethrowers. The first thing I want him to do, after a short introduction, is to hover down and spread his legs like a sumo wrestler. (phase one) Then he should open his arms to the sides (phase two) and emit fire from his arms. (phase three) Finally he should hover back up again, and "reset." 2. Backup. The Champion should hover high, above the field of vision (phase one), then the ground should open and a minion should jump up. (phase two) The ground should rapidly close back and the sequence is reset. 3. An artillery strike. There should be some kind of a warning (phase one) and after a short pause, the bombs should fall. | 2010-02-18 16:45:00 Author: Unknown User |
Well first off, this sounds pretty cool. Do you want the attacks to loop round in sequence, or be randomised? For the timing of each move, a simple slow moving flipper piston timer should suffice. when the flipper it triggered it starts at it's shortest point and slowly moves past a mag key past it's switches. This will require a 1-shot input to each of the attacks, and you will need to ensure that there can only be one attack triggered at any one time. If you wish to randomise the attacks, then the randomiser from the logic pack neatly handles that feature for you. If you wish to do them in order you can used a notched wheel (again, see the logic pack) or an incrememtal bolt (search these forums for a thread by tamland). One thing you might want to do is have each attack signal back when it is over, i.e. move past a 4th mag switch. This will allow you to easilly know when to trigger the next attack and it can also be modified to extend the "minion" attack so that the knight waits for you to deal with the minions before it attacks again. | 2010-02-18 16:59:00 Author: rtm223 Posts: 6497 |
No, no! I can handle all this. Problem is, that I want it to go Perrfectly smooth from an action to another, and that they last exactly the time they are supposed to. You didn't think it was that easy, did you? Though I think I just figured out something. If it works, the level should be publishable in no time. Thank you! | 2010-02-18 18:58:00 Author: Unknown User |
If you don't want to randomise the attacks a good way for a smooth transition would be to use a car on a track, like the Collector boss. This way, you can create a "timeline" of magnetic keys, so you can pinpoint the start of each attack so they overlap and the boss flows smoothly from one attack set to another. To adjust this technique to make the boss wait for the minion to die, you can use a piston block to stop the car's progress. Hope this helps =]. | 2010-02-18 19:38:00 Author: Holguin86 Posts: 875 |
@Holguin86 That technique would otherwise be useful, but what do you think would happen when I need to repeat the sequence? Though I think I could make the car go on an emmiter, and when I kill the minion, a new one spawns, repeating the sequence. Right now I have made it just to spawn another one if the player killed it fast enough. | 2010-02-19 05:44:00 Author: Unknown User |
Welll My suggestion would be to have to have a mag key on the minion that spawns, and have a mag switch on the car. Hook the mag switch up to the motor bolt on the car. Set it to "inverted". Make the sensor area on the Mag Switch big enough to sense the minion when it is spawned. That way, when the minion is spawned, It'll stop the car until you defeat the minion as for the reset of the sequence, modify the emiter that emits the car set to these settings Frequency: 0.1 Lifetime: Infinite Max No. Emited at once: 1 Then, at the end of the track, make the car hit a button, or have it activate a Mag Switch that is hooked up to the emitter and have it set to One-Shot. Or you could have it hooked up to an OR gate so that you can have the emitter first emit when the player enters, then also be activated by the car reaching the end of the track reseting the sequence. Hopefully this makes sense for you | 2010-02-19 06:55:00 Author: SupaSack34 Posts: 180 |
just use a flipper piston for the entire sequence. use an ON off signal to disable the flipper and input to that with an AND gate so that the flipper is moving when boss fight has started AND minion is not spawned. That's all you need. As a side note, it's very rare that a car on a track is a good solution to any logic problem. | 2010-02-19 09:49:00 Author: rtm223 Posts: 6497 |
*Crashes in all heroically* Curses... My Arch Nemesis LogicPack has already sorted this problem, Cliche Super Kernel Away! Yeah, RTm is right about the flipper piston thing, A car on a track is more useful for a permanent input, but then again a piston is also useful for that purpose too. | 2010-02-19 11:40:00 Author: Kern Posts: 5078 |
But the car is more useful in this situation as its progress can be stopped. As SupaSack said the car can stop when the minion is emitted, preventing the boss from continuing until the minion is defeated. With a flipper motion piston, it would be set off by a one-shot input and then it would be impossible to stop until it had completed its cycle. Fair enough, the minion can be emitted when the piston stops but the inverted one-shot input needed to activate the piston can sometimes be set off accidentally when the player comes out of the entrance gate. I don't know if this bug has been fixed yet but it's got in my way lots of times. The car-on-track idea, whilst being a tad more complicated with emitters and such like, I think is much better in this situation as the minion's presence can easily deactivate the boss's sequence. | 2010-02-19 13:20:00 Author: Holguin86 Posts: 875 |
But the car is more useful in this situation as its progress can be stopped. ... the inverted one-shot input needed Please re-read my solution: just use a flipper piston for the entire sequence. use an on /off signal to disable the flipper Using an On/Off switch into the flipper piston will allow you to do exactly the same as the car, with less complexity and less hassle. not to mention the fact that you are actually going to need a one-shot signal for the emitter (or a complex blocking mechanism), so your argument about the awkwardness of oneshots (no this hasnt been fixed and won't be), goes against the car idea and in favour of the piston idea. piston > car. Always. Well, not always, but most of the time | 2010-02-19 13:30:00 Author: rtm223 Posts: 6497 |
My bad. | 2010-02-19 13:35:00 Author: Holguin86 Posts: 875 |
The level's alive! Alive! Thank you everybody for helping me. The name's "Vihern: The Jungle City" just in case you want to see the results of your brainstorm. | 2010-02-19 15:05:00 Author: Unknown User |
piston > car. Always. Well, not always, but most of the time This is true. I never use cars. I was just going along with what the idea was from the last post haha | 2010-02-19 19:22:00 Author: SupaSack34 Posts: 180 |
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