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#1

Questions on stuff I should already know how to do by now.

Archive: 7 posts


OK, so at the moment I'm developing ideas for a level with pinball machine-esque devices in them like some of the levels found in the classic Sonic the Hedgehog games. I've already got a good idea of what I want in the level but I realized something:

I need to know how to create flippers that automatically flip upward when you or any other object land on them and then reset to their neutral position afterward. I've tried using a wobble bolt attached to a proximity trigger on the flipper but at the speed I want it to send sackpeople away I find that they get out of range too fast for it to reset. I know it can be done as I recall seeing such a device in one of the "Life on Little Big Planet" videos but I can't find any such device in my goodies bag.
So does anyone know how to create those kind of flippers or know of something pre-existing that I've overlooked?

Also, I want to create surfaces that pop up when a sackperson or any other object comes into contact with them and propels them away, similar to the Meerkats in the Savannah levels.

Any help would be appreciated.
2010-04-06 17:56:00

Author:
Dapiek Absaroka
Posts: 512


Try using a sprung bolt. You may also need to fiddle with the tweak menu to get it to work how you want it to.2010-04-06 18:00:00

Author:
Doopz
Posts: 5592


Also, I want to create surfaces that pop up when a sackperson or any other object comes into contact with them and propels them away, similar to the Meerkats in the Savannah levels.

Any help would be appreciated.

Use mag switches and keys to detect objects and sack sensors to detect sack. Wouldn't that work?
2010-04-06 18:08:00

Author:
HoBoZ
Posts: 7


I've tried using a wobble bolt attached to a proximity trigger on the flipper but at the speed I want it to send sackpeople away I find that they get out of range too fast for it to reset.

You have to feed the flipper-mode connector with a one-shot input to ensure it will reset correctly.
2010-04-06 18:15:00

Author:
Aya042
Posts: 2870


Update:


You have to feed the flipper-mode connector with a one-shot input to ensure it will reset correctly.

Thanks for the advice, it worked perfectly and I can use a similar mechanic for the popping surface.

Now the main issue is getting them to react to both sackpeople and objects. I can do one but not both at the same time because as far as I know, I can't attach more then one type of sensor to a bolt or piston.

I think I may have an idea to use smaller surfaces below the main one and multiple sets of pistons to address that issue and I could possibly create a circular panel with a wobble bolt on it and place it against a wall, and then attach the flipper with its own wobble bolt onto that and give them different sensors.

Does anyone know of a more efficient strategy?
2010-04-07 03:10:00

Author:
Dapiek Absaroka
Posts: 512


I can do one but not both at the same time because as far as I know, I can't attach more then one type of sensor to a bolt or piston.

You could use an standard OR gate, but it would introduce a small amount of latency into the system (~25ms). Check out the logic pack (https://lbpcentral.lbp-hub.com/index.php?t=18649-LBPCentral-Logic-Pack!#post330956) levels for how to build one.

Basically you'll want to attach a sensor and a mag switch to the same flipper, set their outputs to directional, feed them into the OR gate, then adjust the OR gate output to one-shot, and feed it back into the flipper's connector.

A zero-latency alternative would be to use one-shot logic (see my thread (https://lbpcentral.lbp-hub.com/index.php?t=23400-Zero-Latency-Set-Reset-and-Toggle-Switch) for some examples). Basically, you'd need to feed each switch's one-shot outputs in to two different emitters, each of which emits a short-lived block of DM with an attached mag key into the radius of a mag switch, which in turn would feed the one-shot signal into the flipper's connector.

Double-bolting or double-pistoning is another option which would also incur no latency penalties, but it's usually more awkward to integrate into the design.
2010-04-07 04:27:00

Author:
Aya042
Posts: 2870


Thanks for the link, I've been experimenting with a setup based on the OR Gate, but had the idea to use emitters from your zero-latency alternative instead of pistons to trigger a magnetic key switch that activates the flipper given the speed I need it to act.
Results look good so far and it shouldn't be too hard to create a popping surface based on the same principle.
2010-04-07 06:34:00

Author:
Dapiek Absaroka
Posts: 512


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