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#1

Pistons, creatures, and the game environment

Archive: 8 posts


Hello everyone,

I know you can make pistons go through solid objects and still work by dragging them through to the other side when connecting them. I'm curious to know if anything else can pass through them. Specifically, this rotating wall of spikes:

http://i49.photobucket.com/albums/f277/schm01978/APhoto.jpg

The wheels on the base of this creature are purposefully temporary. The creature will "come alive" when the player nears them by proximity switch, which will activate the wobble bolts (directional) and a set of pistons which will push the object up by pushing the wheels down.

I'm wondering if I can simply separate the section of the base containing the wheels and place pistons from top to bottom without interference from the rotating spikes. (I'd test it out myself but I have been banished to the realms of the interwebs until the little lady is done wasting electricity on reality television.) So what do you think... will it work?
2010-04-02 01:25:00

Author:
schm0
Posts: 1239


yes it will work, the piston does not effect anything and nothing would effect the piston. Its what its connected to, if theres something in its path, it ether stops, or the weaker object breaks. Like if stone is being pushed by a piston into stone thats held inplace, it would stop. When it goes agenst sponge, the sponge goes away. so it would work2010-04-02 01:41:00

Author:
Unknown User


Well, here's the problem that I'm having. The way I want this to work is to have the creature sitting there, off it's wheels, when the player first approaches. Player passes a proximity sensor, and the creature "comes alive", the spikes and brain rotate out and the piston pushes the wheels down to make contact with the ground. The thing is, when I connect this platform the wheels don't turn. I believe a piston completely disconnects the connected part from the creature. In fact, what happens is that the piston activates and the thing just sort of wobbles back and forth. (Yes, the piston is stiff.)

Am I doing something wrong?

Also, I seem to be having a problem with wheels in general "stuttering" for some reason. I confirmed they weren't bumping into any other solids (or each other) while moving and I'm not sure what may be causing it. Is this a bug?
2010-04-02 13:44:00

Author:
schm0
Posts: 1239


A bit hard to tell with that picture what might be causing the problem. In theory, the design sounds good. What I'd like to know / see is:


What kind of wheels are they (creature wheels? or custom made?)
If custom made...

what material (hopefully rubber)?
motor bolts or wobble?
decent spacing so their movement doesn't conflict?
are they all set to the same direction (sounds stupid but I've the editor reverse them)?


Where are your pistons connected? You mentioned attaching them to the top. If they are connect to the rotating brain section, it might be problematic (just sayin' - I don't expect that you've done this). Or it could be an issue with the angles if they were not attached in grid mode.


Any chance of an updated pic with closer details and pistons showing?
2010-04-02 14:01:00

Author:
v0rtex
Posts: 1878


You might need to add more pistons. If theres only one piston then the top half will wobble. This will mess up the wheels as they all wont be in full contact with the ground.


the thing is, when I connect this platform the wheels don't turn. I believe a piston completely disconnects the connected part from the creature.

I dont know whats happening here. Maybe you could try adding some creuture legs instead of wheels, just to see wether its acctually a problem with the wheels themselves or not.
2010-04-02 14:11:00

Author:
theamilien
Posts: 485


... What I'd like to know / see is:

What kind of wheels are they (creature wheels? or custom made?)

Creature wheels. I deleted the progress I made last night since it didn't really function as intended.


Where are your pistons connected? You mentioned attaching them to the top. If they are connect to the rotating brain section, it might be problematic (just sayin' - I don't expect that you've done this). Or it could be an issue with the angles if they were not attached in grid mode.

I did it several different ways. All of them included cutting a portion of the "floor" and placing a thin platform under which the wheels were attached. (And yes, attaching them to the brain section would break them when the wobble bolt activated. Needless to say, my meager engineering skills were able to determine that. =D)


Any chance of an updated pic with closer details and pistons showing?Here was my first go (pardon the MS Paint visuals, I'm at work at the moment):

http://i49.photobucket.com/albums/f277/schm01978/pistons1.jpg


You might need to add more pistons. If theres only one piston then the top half will wobble. This will mess up the wheels as they all wont be in full contact with the ground.

My second go was something more like this:

http://i49.photobucket.com/albums/f277/schm01978/pistons2.jpg

I also tried this method with dual pistons instead of one. In both of the above scenarios, the wheels begin recessed then push down once activated by proximity sensor (set to directional.) I confirmed the piston was working correctly by taking the creature off the ground and unpausing while holding it. The piston pushed the platform and wheels down as expected, so my logic appeared correct. The other thing I noticed was that it looked like the wheels would touch the ground but the piston stopped pushing at that point, even when setting the piston length to something much longer than needed.


I dont know whats happening here. Maybe you could try adding some creuture legs instead of wheels, just to see wether its acctually a problem with the wheels themselves or not.I'll try the legs out too. The best bet would be to have someone else join me in create mode to kinda sorta walk me through what I may be doing wrong, unless someone can tell me from the visuals above.

I'm still confused as to why otherwise functioning wheels would "stutter" for no apparent reason. I'm still trying to figure that one out.
2010-04-02 14:56:00

Author:
schm0
Posts: 1239


Well, if you're using creature wheels, it may be related to your creature brain. Either in it's settings, or in the order in which it was added. Used to be (I haven't tested to see if it's been patched or not) that you had to add your creature brain after the creature movement parts (wheels, legs) or it wouldn't function properly. But my recollection of that little quirk was that they wouldn't move at all, so it's probably not that.

I will be on tonight around 7:00 pm CDT, if you want to friend me, I can come take a look. v0rtex2002 (the 0's are zeros).
2010-04-02 15:03:00

Author:
v0rtex
Posts: 1878


I will be on tonight around 7:00 pm CDT, if you want to friend me, I can come take a look. v0rtex2002 (the 0's are zeros).

I may take you up on that, unless someone else knows what may be going on here.

Also, I thought it worth mentioning: I'm also going to start playing with some ideas, as this thing is merely a prototype to see if I can get it to work the way I want. The creature as it exists is way too big for sackboy to tackle without forcing him on to a higher platform to jump off of. The final product will probably be much more horizontal in nature so the player can easily jump over and stomp the thing.
2010-04-02 15:07:00

Author:
schm0
Posts: 1239


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