Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Suggestions [Archive]
#1

Grab Switch option: Set to all?

Archive: 25 posts


Being able to set grab switches to all would help a huge amount of creators to cater for multiplayer in levels a lot easier.

e.g. In my w.i.p. spyro series, I have 'glide spots' which consist of a purple sponge with wings on, attached to a stiff piston. Grab switch set to directional is attached to the piston. However, as soon as one player grabs it, they are already moving. I am aware that I could add a delay but I think that would slow down the player.

Who wants this option added in the next creator pack like the sensor switch's ability to set the angle?
2010-03-02 17:00:00

Author:
Jedi_1993
Posts: 1518


Yes. I can't believe this didn't happen.
Most common place this would be useful:
Sackboys need to grab onto a sponge that pulls you up quickly. I tried to play a section like this where it was too high for the camera with a few people.
Had to let the host do it while we waited to die offscreen. :/
2010-03-02 21:11:00

Author:
midnight_heist
Posts: 2513


I could have SO done with this two weeks ago! As it is, i had to set up prox switches in tandem with a grab, fiddle with the radius endlessly and just pray. There's no way to guarantee the players won't be hanging from each others boots.2010-03-02 21:22:00

Author:
julesyjules
Posts: 1156


I think this would be a really good idea however you could do this to make it all grabed on.

First attach a sensor switch and set it to require all.
Second emmit the entire glider into position, note add some invisible dakrmatter at other side of gap and attach piston then spanw them like that so u emmit the entire thing.
attach the sensor switch to the emmiter have a delay on the grab switch and voila an effective way to ahve a require all grab switch

I agree haveing the option would be better.
2010-03-02 21:49:00

Author:
lbpholic
Posts: 1304


this would be a very good idea2010-03-03 01:53:00

Author:
WESFUN
Posts: 1336


If grab switches were "require all" then you couldn't have those "sack chain" scenarios where sacks hang from each other. Unless grabbing a sack who is grabbing the switch were to count. Then, I'm all for it!2010-03-03 02:15:00

Author:
comphermc
Posts: 5338


If grab switches were "require all" then you couldn't have those "sack chain" scenarios where sacks hang from each other. Unless grabbing a sack who is grabbing the switch were to count. Then, I'm all for it!

That's kind of true... but what about a smart detection of chain conductivity? Even if there is a chain of Sackpeople, the Grab Switch would still activate!
2010-03-03 02:53:00

Author:
PoD CREW
Posts: 268


I can't possibly think of a reason why this shouldn't be in.2010-03-03 12:17:00

Author:
Recurracy
Posts: 166


That's kind of true... but what about a smart detection of chain conductivity? Even if there is a chain of Sackpeople, the Grab Switch would still activate!

Yes if you can choose the chain conductivity.
2010-03-03 17:13:00

Author:
waD_Delma
Posts: 282


Well, Julseyjules managed to make a switch that mimicked "require all", probably with some proximity switches. Still, it's never bad to have new features, so yes!2010-03-03 20:57:00

Author:
Incinerator22
Posts: 3251


Yes yes yes!!2010-03-03 21:46:00

Author:
Kern
Posts: 5078


Well, Julseyjules managed to make a switch that mimicked "require all", probably with some proximity switches. Still, it's never bad to have new features, so yes!

I did that very thing in my February Theme submission Journey to the Laboratory ( LBW2 ). You could also set two proximity switches on top of one another and force a sack chain required! Of course, if one sack dies out of view of a checkpoint it still becomes a one sack switch. (duh. camera zones. gonna fix that tomorrow night when I get home.)
2010-03-03 21:52:00

Author:
RoharDragontamer
Posts: 397


Well, Julseyjules managed to make a switch that mimicked "require all", probably with some proximity switches. Still, it's never bad to have new features, so yes!

And didn't do a very good job of it by all accounts.
2010-03-04 00:14:00

Author:
julesyjules
Posts: 1156


WEll you can't do a very good job of it. Yes it will work in the case that all are grabbing on, but if one is grabbing on and the others are just standing very near, then it will shake around crazily.

This is one of those things that simply can't be reproduced with the current toolset and would be great to see.
2010-03-04 01:34:00

Author:
rtm223
Posts: 6497


It would be awesome if there was a 4 player level that encouraged sack-chains. It's so fun when that happens.
You can pass a flame to each other(ie. get singed/burnt). Imagine having to pass that to blow up a door or something. :o
2010-03-04 08:17:00

Author:
midnight_heist
Posts: 2513


Yeah I can't believe this isn't an option already. It seems so necessary! There's been quite a few places that I would have used these in my past levels, where a transportation device is activated by a grab switch. Those sections become frustrating with more than one player, especially if the camera follows the people who haven't grabbed the material. I jut tend to avoid building sections like these now o.o

then again, why is it so hard to get 4 people to grab in unison?
2010-03-04 09:03:00

Author:
Duffluc
Posts: 402


ACtually, the best fix for this is -

(require all prox AND grab) -> timer.

The timer only needs a half second or so, but that should give just enough time for all to grab on - you don't have to coordinate all grabbing at exactly the same time. You can make it a delay at the other end as well (one of the few times a basic delay > quick reset), so you have a bit of grace at both ends. In jules' latest level with the lifts (just require all, no grab, but the same problem) it was basically impossible to co-ordinate 4 people jumping off the platform at once. A 0.5s delay woul d have made it a hundred times simpler.

You can also build the timer into your AND, just set all the winches / pistons to 1s timing.
2010-03-04 09:46:00

Author:
rtm223
Posts: 6497


ACtually, the best fix for this is -

(require all prox AND grab) -> timer.

The timer only needs a half second or so, but that should give just enough time for all to grab on - you don't have to coordinate all grabbing at exactly the same time. You can make it a delay at the other end as well (one of the few times a basic delay > quick reset), so you have a bit of grace at both ends. In jules' latest level with the lifts (just require all, no grab, but the same problem) it was basically impossible to co-ordinate 4 people jumping off the platform at once. A 0.5s delay woul d have made it a hundred times simpler.

You can also build the timer into your AND, just set all the winches / pistons to 1s timing.

Wow, I cannot believe I didn't think of a timer! Thanks rtm223, will go add them now.
2010-03-04 16:50:00

Author:
Jedi_1993
Posts: 1518


There is another use for the Require All grab switch:

Place two AND grab switches on a sponge attached to a winch attached to dissolve material. Make one of the grab switches Reversed Require All and VOILA! You now have a ONE PLAYER ONLY level.
2010-03-05 21:34:00

Author:
MMLgamer
Posts: 183


There is another use for the Require All grab switch:

Place two AND grab switches on a sponge attached to a winch attached to dissolve material. Make one of the grab switches Reversed Require All and VOILA! You now have a ONE PLAYER ONLY level.

Thats not very clear... will you draw a diagram please?
2010-03-06 12:21:00

Author:
Kern
Posts: 5078


I have a set-up like this in my 2 player level. On the big heart that's split in two that you have to jump up to. silencer775 set it up for me.

No fancy complex logic or emitters are needed. It's a very simple 2 input AND switch with both inputs set to directional. 1 grab switch and 1 sensor switch set to require all.
2010-03-06 12:34:00

Author:
mistervista
Posts: 2210


This would be very helpful indeed.

I just get a sensor switch on what needs to be grabbed, set it to 'Require All', and that that activate one part of an AND switch. Then the grab switch activates the other part. Shrink the required area of the sensor so it's just big enough, and wire up the AND switch to what I want it to activate. Yes I can see problems, but I haven't really ever needed one that I can think of. Just the old 'sponge attached to winch, player grabs sponge, whinch goes up, player goes up' thing.
2010-03-06 12:35:00

Author:
kirbyman62
Posts: 1893


This would be very helpful indeed.

I just get a sensor switch on what needs to be grabbed, set it to 'Require All', and that that activate one part of an AND switch. Then the grab switch activates the other part. Shrink the required area of the sensor so it's just big enough, and wire up the AND switch to what I want it to activate. Yes I can see problems, but I haven't really ever needed one that I can think of. Just the old 'sponge attached to winch, player grabs sponge, whinch goes up, player goes up' thing.


Yeah but what if a player stands near enough for the sensor to pick him up but not grabbing? You get alot of juddering.
2010-03-06 12:50:00

Author:
Kern
Posts: 5078


Yeah but what if a player stands near enough for the sensor to pick him up but not grabbing? You get alot of juddering.

That is why rtm suggested a half second delay. I have tried it with the delay, it works really well.
2010-03-06 13:03:00

Author:
Jedi_1993
Posts: 1518


Yeah but what if a player stands near enough for the sensor to pick him up but not grabbing? You get alot of juddering.

Yeah, but as I said, I've never really needed it. And you do realise that you can shrink the radius so it's more exact with the left stick? Rtm's does sound better though, might need to try that. Or stick with magic mouths saying 'Make sure all players are on before you grab'
2010-03-07 07:58:00

Author:
kirbyman62
Posts: 1893


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.