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How: Piston Waterfalls?
Archive: 7 posts
If you've played the amazing sha-ja level The Mines, (If you haven't go play it now. It's amazing.) you notice a cool waterfall in the start. It's no gas glitch though - it's solid material that keeps going! Now, by listening closely, I heard the sound of a piston set to pinball motion. I've tried to figure this out for a while, but was unable. Can anyone help? | 2010-04-14 15:38:00 Author: Voltergeist Posts: 1702 |
If it's anything like its PS3 big brother, you just make a really long piece of material, set to pinball (flipper?) motion, so that it will slowly extend, flip inward, and extend again, making it look continuous. | 2010-04-14 15:59:00 Author: comphermc Posts: 5338 |
Nothing special with the time settings? I figured that much, but mine keep falling apart, so I figured there must be more. | 2010-04-14 16:11:00 Author: Voltergeist Posts: 1702 |
I'm not versed in the PSP create mode, but I would ensure that the material does not rub on anything and that the piston is set to stiff. The speed of the piston just dictates the rate of "water flow." | 2010-04-14 16:16:00 Author: comphermc Posts: 5338 |
Pistons set to flipper motion are sensitive to piston travel distance (max - min), both on the PS3 and PSP. The PS3 version will usually just "break" the piece that's being flippered, while on the PSP it will randomly wig out in some alarming fashion. Generally speaking I'd say don't use a travel distance greater than 50, less if you can get away with it. Two other things to consider are 1) make this one of the last things you build before you publish, otherwise it will freak out over time and 2) hook it up to an on/off proximity switch to minimize lag throughout the level. | 2010-04-14 21:06:00 Author: Taffey Posts: 3187 |
I've been wondering how sha-ja did that too.... Seems rather simple. | 2010-04-15 10:10:00 Author: TheNerd Posts: 840 |
Thanks for all the help! | 2010-04-15 12:59:00 Author: Voltergeist Posts: 1702 |
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