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Pistons
Archive: 16 posts
I would love someone to share knolege on pistons. Many people could become better creators if they understood them. One of the things I would realy like to know is how to make a piston move and then stop? Please help! | 2010-03-19 17:26:00 Author: trianglepigsquar Posts: 144 |
No problem - we're here to help! There are a number of ways to do this, but it depends on what exactly you want to accomplish. What are you trying to make, something like a door that opens when you get near it and stays open? | 2010-03-19 17:39:00 Author: Taffey Posts: 3187 |
Ooooh, since we're on the subject of pistons, how could I make my Volcano section for the Imaginthon stop and stay at the top? Take a look at it if you can, I can't do anything until Monday, when I'm ungrounded. | 2010-03-19 19:48:00 Author: Voltergeist Posts: 1702 |
Well the first method that comes to mind is also the simplest: a one-way directional switch. Create two separate blocks of material off-screen, one dissolve and one non-dissolve. The blocks should be adjacent to one another. Corner edit both blocks into triangles so that they don't drift. Place a magnetic key on the dissolve. Place a magnetic switch on the non-dissolve. Tweak the switch and adjust the action to directional. Connect the switch to your piston (or other directional object, like a winch or wobble bolt). This is the initial position of the switch, so you may need to tweak your piston/winch/bolt to operate "backwards" so that it is in the proper position. You can trigger this mechanism any way you like, whether it be via proximity switch, button, etc. Simply connect your desired trigger mechanism to the dissolve and you're done. When your desired event occurs, the dissolve will... uh, dissolve and destroy the magnetic key in the process. The directional magnetic switch will now cause your piston/winch/bolt to move in the opposite direction permanently. There, now wasn't that easy? Although this method is simple, easy to build, and reliable, it is also extremely easy to set off by accident while in create mode. I recommend not connecting your triggering event to the dissolve material until you are ready to playtest in Play mode. When you are done testing, disconnect the dissolve and continue creating. There are "resettable" versions of this switch as well, which I can explain if you like. They are more complex and will take up more thermo, but if you accidentally trip them they can be reset easily. | 2010-03-19 23:48:00 Author: Taffey Posts: 3187 |
Thanks Taffy. yes I was thinking about doors...Never thought it would be so simple...any more help would be extremely helpfull!! Thanks trianglepigsquar | 2010-03-20 08:57:00 Author: trianglepigsquar Posts: 144 |
Well another good resource is looking at the logic pack, the beginner pack includes a permanent switch (what Taffey described) and a tutorial that includes making a basic door. I personally love pistons as they make up most of my logic, rtm loves wenches but he is also way smarter than me. I find pistons a little bit easier to grasp than wenches. Edit, just realized this was in the psp section, that is what I get for just looking at What's New all the time. Anyway, from what I understand, the concepts you could learn in the logic pack should still apply to the psp version. | 2010-03-20 10:12:00 Author: shebhnt Posts: 414 |
shebhnt, thanks for the advice. All this help will work for ps3 players aswell! Thanks trianglepigsquar | 2010-03-20 16:54:00 Author: trianglepigsquar Posts: 144 |
Well, I always hated relying on gravity to activate my permanent switches. So I went to the advanced pack and used a One shot WINCH mechanism. It is SO much more reliable! Here's a link: http://www.youtube.com/watch?v=B24jmNeI7hc | 2010-03-20 17:08:00 Author: Silver39 Posts: 1703 |
Thanks silver, ill just check it out. Should be good... Thanks trianglepigsquar | 2010-03-20 17:56:00 Author: trianglepigsquar Posts: 144 |
One key difference between the PSP and PS3 versions is that on the PSP when you select one object connected to another object, it selects them both as a single object. This means that you can't reset a block connected by a winch easily. Either you have to delete the winch, move the block, and reconnect the winch *or* connect a string to the block and shorten the string to pull it where you want it to go, then delete the string. Resettable one-way switches in LBP PSP are most easily accomplished by means of sliding glass blocks. You need a block on a piston that will push a loose glass block with a key on it until it comes into contact with a magnetic switch. Thanks Taffy. yes I was thinking about doors...Never thought it would be so simple...any more help would be extremely helpfull!!No problem! Whatever you need help with, just let me know and I'll tell you how to build it. | 2010-03-20 18:34:00 Author: Taffey Posts: 3187 |
I'm kinda confused. I thought we were talking about One Shot switches. | 2010-03-20 20:26:00 Author: Silver39 Posts: 1703 |
I'm kinda confused. I thought we were talking about One Shot switches.Well yes, sort of. The phrase "one shot" describes a selectable action for a switch. What we're talking about mostly is "one time use only", which may also incorporate "one shot" switches. All this can definitely be confusing, I know. What exact part (i.e., what time) of the video above are you referring to? | 2010-03-20 23:50:00 Author: Taffey Posts: 3187 |
Sorry. Sometimes I use One Shot to say Permanent (One Use Only) switches. | 2010-03-21 00:30:00 Author: Silver39 Posts: 1703 |
Ah, now I see. No problem! Nobody was born knowing this stuff. | 2010-03-21 02:12:00 Author: Taffey Posts: 3187 |
Thanks guys! What does the one shot function actualy do?... trianglepigsquar | 2010-03-21 16:10:00 Author: trianglepigsquar Posts: 144 |
The "one shot" function can sometimes be hard for people to understand but it's really quite simple. Any switch set to "one shot" will trigger whatever it's connected to only once per activation. Let's say you have a piston set to "flipper" motion and you connect it to a button set to "one shot". Every time you step on the button, the piston will extend fully once and retract back to its starting position. If you keep standing on the button nothing will happen. If you step off the button and press it again, the piston will activate again and cycle once. Now, if you take the button and set it to "on/off", things change slightly. When you stand on the button, the piston will continue to cycle over and over and over until you step off of the button. As soon as you step off, the piston will stop wherever it is in its cycle and stay there. If you stand on the button again the piston will resume cycling over and over. See the difference? Another example is with emitters. Let's say you have an emitter set to emit balloons once every 10 seconds. If you hook the emitter to a one-shot switch, it will emit one balloon only immediately when the switch is triggered. If you set the switch to "on/off" and then trigger it, the emitter will continue emitting balloons once every 10 seconds while the switch is activated. An important distinction here is that there will likely be a several second pause between the time the switch is triggered and the emitter emits a balloon because of the switch's on/off setting. Things you can do with "one-shot" switches: trigger any piston/winch/bolt set to "flipper" motion once trigger an emitter to emit one object immediately when the switch is triggered pop creature brains destroy dissolve material activate sound effect objects Things you cannot do with "one-shot" switches: activate pistons/winches/bolts not set to "flipper" turn on music objects activate rockets | 2010-03-21 16:50:00 Author: Taffey Posts: 3187 |
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