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#1

Piston Problems

Archive: 16 posts


Hey everyone I was creating today and i made an objective in my level which requires a piston to slowly move downwards. But my problem is that no matter how much time i set it to, it will move down way too fast. Even if i set it to 50 seconds it will go down about as fast as 3 seconds. Someone help please, this is a weird problem i've never experienced yet but i'm sure someone here could help me . Thanks in advance! 2010-02-22 23:59:00

Author:
Strodigy
Posts: 124


Do you have it set to flipper motion?2010-02-23 00:01:00

Author:
thekevinexpress
Posts: 256


What is connected to either end of the piston? If connectors are moving slowly then they become weaker and it could be that the piston is not strong enough to hold the object against gravity.

You can make connectors a lot stronger by connecting one end to dark matter. If the top is not already, try tweaking it to dark matter and see if that makes a difference.
2010-02-23 00:08:00

Author:
rtm223
Posts: 6497


Its connected to An Electric Hazard Piece of Dissolve Material . Could that be a reason ?2010-02-23 00:15:00

Author:
Strodigy
Posts: 124


Nope, that should be fine. Dissolve is light and the electricity makes no difference. What is it connected to at the top and what are the other settings on the piston?2010-02-23 01:15:00

Author:
rtm223
Posts: 6497


minimum length: 2
maximum length: 48
Time: i changed it to anything and it remains at a fast speed of about 4 seconds to go down. That's what the 'time' is for right? how long it takes the piston to move from min to max length?
No Pause.
I don't know what sync does.
No flipper Motion.
Not inverted.
2010-02-25 03:54:00

Author:
Strodigy
Posts: 124


Do you have other pistons/connections acting strangely in the level or just this one?

What's the strength set to?

Sync = is how many seconds off the main timing of the level it is. Sort of like a delay that you can have multiple stuff all sync up to if they have the same # in that value. At least that's how I think about it.
2010-02-25 04:07:00

Author:
Morgana25
Posts: 5983


Sync = is how many seconds off the main timing of the level it is. Sort of like a delay that you can have multiple stuff all sync up to if they have the same # in that value. At least that's how I think about it.
Huh - I never thought of it this way. I've never had any (or much) luck using Sync. I'm always thinking, "OH hey - this must be where Sync would come in handy!" But then it never works the way I expect it to.
2010-02-25 04:49:00

Author:
v0rtex
Posts: 1878


I'm sure rtm will explain it much better than my paltry artistic interpretation of it... probably has to do with math and physics and numbers... you know stuff I know nothing about But that's how I use sync anyway and seems to work for me.2010-02-25 04:55:00

Author:
Morgana25
Posts: 5983


Sync: Weird, Backwards, Confusing and best avoided at all costs. That's my "technical" definition of it


minimum length: 2
maximum length: 48
Time: i changed it to anything and it remains at a fast speed of about 4 seconds to go down. That's what the 'time' is for right? how long it takes the piston to move from min to max length?
No Pause.
I don't know what sync does.
No flipper Motion.
Not inverted.

Well, this should definitely work, if you are connected to dark matter at the top and the piston strength is set to 10.

And yes, the time is for that, although it's actually the time it takes to move from minimum to maximum and then back to minimum again (i.e. a full cycle). That confuses quite a few people, tbh.
2010-02-25 11:05:00

Author:
rtm223
Posts: 6497


Sync: Weird, Backwards, Confusing and best avoided at all costs. That's my "technical" definition of it


minimum length: 2
maximum length: 48
Time: i changed it to anything and it remains at a fast speed of about 4 seconds to go down. That's what the 'time' is for right? how long it takes the piston to move from min to max length?
No Pause.
I don't know what sync does.
No flipper Motion.
Not inverted.

Well, this should definitely work, if you are connected to dark matter at the top and the piston strength is set to 10.

And yes, the time is for that, although it's actually the time it takes to move from minimum to maximum and then back to minimum again (i.e. a full cycle). That confuses quite a few people, tbh.
2010-02-25 11:07:00

Author:
rtm223
Posts: 6497


Exactly how big is the object that is going down?
LOL I'm not that experienced but maybe its fast because the thing connected to the lower side of the piston is REALLY heavy.
Maybe you can make it move sideways instead, or attach another piston?

It's just what I think though. Don't get mad at me if I'm wrong
2010-02-25 12:40:00

Author:
Jazve
Posts: 341


i would suggest deleting that piston and putting another in ? it might seem simple but I have had similar problems

if that does not work, this could:
make sure the ting the piston is attached to is heavier to the thing is moving, for example, dont have a metal block attached to cardboard building.

could help
2010-02-25 19:33:00

Author:
samalot
Posts: 591


waait, rtm you mentioned and then back to minimum again. sooo pistons are made to go back up ? i was thinking of it like that but i dont know what to use to make my object move down and stay there. Is piston the right choice?

Basically my scenario is, Sackboy is trapped in a small room area. And i intended to make an electric ceiling slowly move down. At about 20-30 seconds to reach the bottom and kill sackboy if he doesn't destroy the walls. (Dissolve Material Walls).

oh and Samalot i originally did have 2 pistons. i even made sure they are both straight, i used grid.
2010-02-26 04:58:00

Author:
Strodigy
Posts: 124


A switch set to direction is what you want. Set up a proximity sensor so that it covers the entire room, hook it up to the piston, and set the proximity sensor to direction. You might have to set the piston to backwards, I always forget the default direction they are in, just experiment with it.

Now, when sackboy is in the room, the piston will move down and stay down.
2010-02-26 09:53:00

Author:
Rogar
Posts: 2284


A switch set to direction is what you want. Set up a proximity sensor so that it covers the entire room, hook it up to the piston, and set the proximity sensor to direction. You might have to set the piston to backwards, I always forget the default direction they are in, just experiment with it.

Now, when sackboy is in the room, the piston will move down and stay down.

Actually i already have a proximity sensor connected to it and thats how it moves down. But everything you said has nothing to do with my problem. Also no, the piston is not backwards. My only problem is that when it goes down it doesn't follow the speed i set it to. It goes too fast.
2010-02-26 21:09:00

Author:
Strodigy
Posts: 124


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