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#1

need a little creative help here... a resttable paint door

Archive: 15 posts


I use doors that are spring/elastic loaded with a bomb/dissolve material hooked up to a sensor. but i'm doing a chase scene for the end of the level. i have emergency doors that need to fly up up when i shoot them with a paint gun....that's all fine and dandy for one time but its a tricky scene so people will die first few times and will have to restart the run ..... Any one know anyway to have resettable paint doors?2010-04-28 02:51:00

Author:
Blade Phoenix
Posts: 27


Emitters. 'nuff said2010-04-28 02:53:00

Author:
Testudini
Posts: 3262


ok so door is now re spawned, now how do you get the door to raise with a paint trigger lol.
thank you for the fast response btw
2010-04-28 05:45:00

Author:
Blade Phoenix
Posts: 27


make it dissolve?2010-04-28 14:39:00

Author:
Testudini
Posts: 3262


make it dissolve?

Or put an creator brain on it :arg:
2010-04-28 15:13:00

Author:
Alec
Posts: 3871


Here is a no-dissolve, no-emitter, alternate approach:

(1) Create a vertically sliding door, made of whatever material you like, and controlled by a fast piston (you said that you wanted it to fly up "fast").

(2) Attach the output wire from a One-Shot Toggle Switch (LBPC Intermediate Logic Pack (https://lbpcentral.lbp-hub.com/index.php?t=18579-Intermediate-Pack-Overview)) to the door's piston. Set the output of the toggle-switch to "Directional."

(3) To the door, attach a Paint-based Health-Bar, and set it's output mode to "One-Shot." Attach the output wire from this health-bar to only one of the pistons on the One-Shot Toggle Switch (from step 2). The advantage here is that by setting the Paint-based Health Bar to One-Shot, it will reset back to "full health" after each use, making it reusable.

(4) At the respawn point for this section of the level, install a player Proximity Switch. Set the proximity switch's output to "One-Shot" and attach its output wire to the other piston on the One-Shot Toggle Switch (from step 2).

(5) Tune this setup such that shooting the door X number of times will cause it to raise, while going back to the respawn point will cause the door to lower (reset).

(6) Repeat the above for the rest of your doors. Obviously, a single proximity switch at the player respawn point can be used to reset *all* of the doors together.

Note that this is a modified method for using the One-Shot Toggle Switch from that presented in the Logic Pack levels. The Logic Pack levels use a single One-Shot input for both pistons -- the above setup uses two separate One-Shot inputs to set and then reset the toggle switch (making it a two-input, One-Shot based, set-reset switch...with a cherry on top. ).

Best regards,

-- Nanluin
2010-04-28 15:54:00

Author:
Nanluin
Posts: 98


Or how about attaching the paint switch on your door to an emitter which emits a key for, say, 2 seconds. This key is emitted next to a mag switch which is set to directional and attached to the door piston. Make the paint switch on the door 1 shot. Then you shoot the door, it opens for 2 seconds (or however long you want it to be open for) and then shuts again, meaning you have to shoot it a second time to open it.
Simples!
2010-04-28 19:21:00

Author:
Frogmeister
Posts: 236


Nanluin omg thank you this exactly what i needed XD. i tried to understand the tutorial in the intermediate pack , but sadly ....i wasn't able to :/ thank you so much2010-04-28 19:28:00

Author:
Blade Phoenix
Posts: 27


wow a reply came while i was reply to nans ty ill try them both frog XD(or maybe i didnt see it)2010-04-28 19:30:00

Author:
Blade Phoenix
Posts: 27


@Nanluin: There is a switch specifically for this purpose in the Logic Pack - the One-Shot Toggle, whilst being effective here, is not failure proof, especially in multiplayer. I would suggest the Set-Reset Switch. Instead of attaching One-Shot inputs to the pistons of th One-Shot Toggle, attach a Directional input to the winches in the Set-Reset switch. Obviously if you've already sorted this problem you won't want to rewire everthing, but this technique will most likely be less buggy.

@Frogmeister: Your technique is one I used to use but I found it really bad to work with. What I would do is instead of an emitter emitting a key, is for a one-shot paintinator bar to be attached to a flipper motion piston. The piston extends to keep a mag key in range for a limited time, then retraacts outside after a brief time, thereafter the door drops back down and can be shot again. This is not so costly on thermo either - the only time I'd recommend emitting keys is with super-large OR gates where lots of inputs are needed.
2010-04-29 11:32:00

Author:
Holguin86
Posts: 875


@Nanluin: There is a switch specifically for this purpose in the Logic Pack - the One-Shot Toggle, whilst being effective here, is not failure proof, especially in multiplayer. I would suggest the Set-Reset Switch. Instead of attaching One-Shot inputs to the pistons of th One-Shot Toggle, attach a Directional input to the winches in the Set-Reset switch. Obviously if you've already sorted this problem you won't want to rewire everthing, but this technique will most likely be less buggy.

Aye -- I use the standard, directional input, Set-Reset switch frequently in my networks.

The problem in this application, however, is that he wants to use a Paint-based Health Bar as the input device. Correct me if I'm wrong, but the health-bar would NOT reset to a fully-charged (full-health) state after use if it's output is set to Directional (<--/-->); it will instead remain in a depleted state (and have to be replaced if you want to repeat the action). By using the health-bar in a One-Shot output mode, it *will* reset itself to full-health after each use, and therefore be reusable. Hence why I recommended a One-Shot input-based Set-Reset switch (rather than the usual one).

-- Nanluin
2010-04-29 12:49:00

Author:
Nanluin
Posts: 98


Ah yes, my bad. If only winches had flipper motion!2010-04-29 20:24:00

Author:
Holguin86
Posts: 875


Ah yes, my bad. If only winches had flipper motion!

Don't you know that winches can be set on flipper motion now. It is updated in some point that i cant remember.
2010-04-30 05:00:00

Author:
waD_Delma
Posts: 282


No way! You're pulling my leg. Winches with flipper motion would solve loads of logic problems. MIght have to check that out tonight.2010-04-30 06:22:00

Author:
Holguin86
Posts: 875


can someone explain to me how the flipper setting even works lol the tut wasn't too explanatory. or link me to a tut, i always try to use it and it just flips out and breaks ...
lo lthnx
2010-04-30 06:23:00

Author:
Blade Phoenix
Posts: 27


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