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#1

How to make an object follow a track?

Archive: 15 posts


suppose I want an object of mine to follow a specific (short) track when sack boy grabs on to it? How would I do that? Since its a series of ups and downs (albeit short ones) I tried simply putting square blocks attached by pistons below the level so I could trigger each piston to move when a magnetic key is activated (sorry if that is confusing). Regardless, it didn't work out very well as now my object sways back and forth.

I considered using invisible dark matter in combination of what I just said to make it work better, but then sackboy wouldn't be able to grab on for the ride.

Any suggestions would be much appreciated.

Keep in mind that this is not a long "track" to be on at all. If I had to estimate I would say something like a 50x70 rectangle.

Thanks!
2010-04-12 03:56:00

Author:
KBling
Posts: 35


I think you should try putting the wheels under the track, so that the track is between the vehicle and the wheels.
Just connect them to the vehicle and to each other with whatever connector you want among the three.[ rods, springs or pistons ]
> Attach kinda loose bolts to the wheels. To move the vehicle, use a rocket [ or more :kz:].
> If it gets too fast for your purpose or taste, attach a mag switch to the vehicle and put mag keys in the places where you want the rocket to activate [ Make sure you put some at the start, or the vehicle won't move at all.]
> Add an AND switch and a PERMANENT switch, both available in the Logic Pack.
> Wire the mag switch to one piston and the permanent switch to the other piston [of the AND switch].
> Now wire the grab switch to the permanent switch. [ the dissolve or the winch, depending on the type of Permanent switch you're using.]
> Lastly, wire the AND to the rocket.
Result: A sort of roller coaster thingy that Sack only has to grab once to use.
It should work, or I suck. :kz:
If this isn't what you're looking for, I can't help you.
2010-04-12 04:15:00

Author:
Jazve
Posts: 341


Well the thing is is when I mean follow a track I don't mean that it is ON a track It's just a polysterine circle that the user has to grab onto and I want it to move over then up over then up over then up etc. until it reaches the next platform. This is the first time I've really been stumped on logic (though I'm sure it won't be the last). I use the logic pack tools, and have created my own logic for earlier parts of the level. I just can't seem to get this part to work because even when a piston should be stiff it actually still wobbles at longer lengths :-/

I might try something else using a combination of pistons and chains but I'd much prefer it to look smooth instead of jerky so that's sort of a last resort.

Either way, thanks for your input.
2010-04-12 04:21:00

Author:
KBling
Posts: 35


Well I don't know if this is relevant but the objects your pistons are attached to have to have weight to support what your moving. Try increasing size of blocks that pistons are attached to. Or simply make one a heavy material like stone and make the thing it is supporting light material, that should stop swaying effect. Hope this helps!2010-04-12 04:39:00

Author:
OneEyedBanshee
Posts: 1370


http://img.photobucket.com/albums/v334/DrApe/idea.gif

I've drawn a quick picture to help illustrate what I'm trying to do.

The circle in the picture is the grabbable material that I want to look like its following the track. The track is labled. The squares are just the objects I made to try and help me achieve this. The green square is dark matter. The lines between the squares and between the last square and the circle are all labeled as pistons. I see what you're saying, OneEyedBanshee, about the weight but my grabbable material is polysterine with cardboard attached to it. It is very light. The materials below the level i've fiddled around with to try and make it work but what It comes down to is that because the object that's attached to the grabbable object has such a long piston (~100 feet) it seems to always wobble even if only a little bit. I tried what you said before I had posted and made the objects below the level substantially bigger and it hasn't worked. I feel like regardless of how big my attached objects are the grabbable object will always wobble just because the attached objects are also moving.

it might be possible to make this work after trial and error but I haven't figured out a solution... which is why I came here hoping for a better one ;P
2010-04-12 04:59:00

Author:
KBling
Posts: 35


http://img.photobucket.com/albums/v239/Almwitch05/idea-1.jpg

Ok I added letters just to make it easier to explain, just assume the next blocks after C is D, E, F. A is the first block in the chain. Looking at it I presume A opens up so to speak then D vertically, then B, then E etc. Forming that kind of step pattern. What I was saying about weight, I think A needs to be at least the combined weight of B,C,D,E,F and the polystyrene. B needs to be the weight of at least C,D,E,F and polystyrene. You see the pattern? Varying the sizes of each block making A biggest could help fix the sway. I can't do these kind of calculations in my head but my guess is A would be much larger than F. Dark matter can be any size.
2010-04-12 14:24:00

Author:
OneEyedBanshee
Posts: 1370


Is the grabby circle going to have a wall behind it?

If it is you could make the track in the furthestback layer, and place a ball of material on the track. Then in the next layer in front, place the grabby ball. Attatch the two balls with stiff rods (this will allow you to cover up the track behind.) Using blocks attatched to pistons, you could make them push the ball in the furthest back layer.

Heres a lovely diagram to explain:

http://i557.photobucket.com/albums/ss13/theamilien_photo/paint.png

The green rectangles are mag switches and the one on the ball is a mag key.
2010-04-12 14:37:00

Author:
theamilien
Posts: 485


I have found that the LBP physics engine gets very wonky (unstable) when pistons are connected in series with blocks of material between them (such as your blocks A-F). They lose strength & stability, and your entire structure will collapse or 'fall over' quite easily.

I would recommend using a single block (your "D" block), mounted on wheels and resting on a stationary track (under the level). Connected to this are two pistons, one horizontal and one vertical. The horizontal piston moves the block along the track, while the vertical piston supports your circular, grabbable material up in the visible level. For logic, treat each piston as an "elevator" (one horizontal and one vertical), which can be extended or contracted in steps either by position (using horizontal and vertical strips of magnetic keys), or by time (as the player passes by a particular spot, the appropriate piston is triggered to move for another X seconds (where X is some small fraction of the piston's total half-period Y).

-- Nanluin
2010-04-12 17:48:00

Author:
Nanluin
Posts: 98


I'm a relatively new creator so some things are new to me... How can you make a piston move a certain length each time instead of just extending all the way or retracting back to is minimum length?2010-04-12 18:01:00

Author:
KBling
Posts: 35


I'm a relatively new creator so some things are new to me... How can you make a piston move a certain length each time instead of just extending all the way or retracting back to is minimum length?

I'm quite new also (hence my signature below), but I have thus far found the Three-Way Control device (from the LBPC Intermediate Logic Pack (https://lbpcentral.lbp-hub.com/index.php?t=18579-Intermediate-Pack-Overview)) to be extremely useful for incremental control of a long piston. The inputs into the Three-Way Control can be either position based (using magnetic switch/keys) or time based (using triggering, *inverted*, Delay Switches from the LBPC Beginner Logic Pack (https://lbpcentral.lbp-hub.com/index.php?t=18576-Beginner-Pack-Overview)).

However, my experience is limited: I'll defer now to the *real* long-timers / experts.

-- Nanluin

EDIT: to the above "or time based (using triggering, *inverted* Delay Switches..." add: in Flipper mode.
2010-04-12 18:18:00

Author:
Nanluin
Posts: 98


Forgot about the three-way control device. I have all the tools I'm just not really used to them all so I don't know how to apply them all the time.2010-04-12 18:43:00

Author:
KBling
Posts: 35


One more note on using incremental stops / positions on a long, vertical piston, where a Sack-person will be jumping on / grabbing the platform being supported by that piston:

The platform needs to have an in-game "weight" (either by large size, high density, or both) that is high in comparison to a Sack-person. If the weight is too small, a Sack-person will be able to jerk on / jump up-and-down on the platform and cause the supporting piston to "smoosh" (contract) in small increments as they jump on it. If you make the platform heavy by comparison to a Sack-person, this won't occur (to a noticeable degree). In the case of your grabbable ball of polystyrene, you may need to give it a metal core (or something similar) to prevent it from being jerked around.

I think that the in-game physics engine looks at a vertical piston supporting some weight, and applies only enough upward force to counteract the downward force of in-game gravity, thus holding the supporting platform steady. Along comes a Sack-person who jumps up-and-down on that platform. If the calculated upward force for the piston is on par with the downward force being exerted by a jumping Sack-person, then the piston will "smoosh" slightly; if the calculated upward force for the piston is a good bit higher than the downward force being exerted by a jumping Sack-person, then the piston will remain steady. My guess.

-- Nanluin
2010-04-12 20:29:00

Author:
Nanluin
Posts: 98


I don't think this system has enough support. What I'd recommend is using two racks, perpendicular to each other. A piece intersects with both racks, possibly glass to reduce friction. This is attached to the polystyrene ball using theamilien's method - using rods across possibly a thin layer to hide the mechanism. Up and down movement is controlled by the horizontal rack, and left and right movement is controlled by the vertical rack. Two pistons would be attached to each rack to ensure stability. Also, using this method gives your grabbable no room to wobble. The horizontal movement would be controlled by a grab switch - the grabbable would move to the right when grabbed. On the grabbable is a mag switch, which triggers the vertical movement as it passes mag keys. Using this method, the process is entirely reversible - as soon as the player lets go, the grabbable moves backwards to its starting position, though vertical movement might not be the same when retracting.

If I've just totally confused you, I wouldn't mind helping you out putting this together - I'm not too good at diagrams.
2010-04-13 11:43:00

Author:
Holguin86
Posts: 875


How can you make a piston move a certain length each time instead of just extending all the way or retracting back to is minimum length?

Have a look at the Incremental Piston (https://lbpcentral.lbp-hub.com/index.php?t=21087-Incremental-Piston) thread for some ideas. It's well worth reading through the whole thing, as more optimal designs are introduced later on in the thread.

Similarly, you might also like to take a look at the Incremental Bolt (https://lbpcentral.lbp-hub.com/index.php?t=19915-Incremental-Bolt) thread, which is a similar technique for rotational movement.

In either case, it's just a matter of feeding timed, directional pulses into the connector.
2010-04-13 15:40:00

Author:
Aya042
Posts: 2870


Thanks for all the help guys I've gotten some good feedback. As of now I reworked that part of the level (not because I couldn't get the track working, for other reasons). I may put this idea back into place in another part of my level but as of now I don't need to worry about it Either way it was a good learning experience on how this should logically work

I have this page favorite'd so I can come back to it.
2010-04-13 21:25:00

Author:
KBling
Posts: 35


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