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#1

An interesting problem...

Archive: 21 posts


I'm wondering if there's any way to have an emitter emit three impact bombs (one at a time, per input) and refuse to emit any more until at least one of them is exploded. So basically, only have three bombs at any one time. What I don't want is for the first one to "demit" when a fourth bomb is requested, so the "max emitted at once" setting doesn't help.

I think the answer lies in mag keys on the bombs.. But I haven't cracked it yet.

Anyone have a solution?
2010-05-25 03:22:00

Author:
KablooieKablam
Posts: 364


hmmm, I can't think of a way to do that using one emitter lol, but I think you could do it pretty easily using three. As you said, a different color mag key on each bomb, and when it explodes, the emitter emits another one. You can set all three emitters to emit the bombs in the same spot so it looks like they're coming from the same source, and you can change the max emitted to 1 so that there's only one out at a time.2010-05-25 04:30:00

Author:
Duffluc
Posts: 402


^ What i was thinking, but for one emiter, there IS a way, i'll postit shortly as its quite long, and i gotta confirm some of it too.2010-05-25 04:48:00

Author:
Silverleon
Posts: 6707


The only problem with the 3-emitter solution is that when the input is triggered, all three bombs will emit.2010-05-25 05:16:00

Author:
KablooieKablam
Posts: 364


not necessarily. Use three and switches, one for each emitter, combined with the other magnetic keys on the other two bombs, to determine which emitter's bomb blew up. using that you should be able to make sure that only the bomb you need gets emitted. I think that should work.2010-05-25 06:29:00

Author:
Duffluc
Posts: 402


But if it starts with no bombs, and you press the "emit a bomb" button, three bombs will pop out because there are no bombs, right? Hmmmmm.

I'll work on it.
2010-05-25 07:13:00

Author:
KablooieKablam
Posts: 364


just an idea,

set the emitter to 3 spawned at one point

Set object lifetime to unlimated

If that does work, make an inverted 'one shot' magnetic key switch and attach it to the emitter
2010-05-25 07:18:00

Author:
samalot
Posts: 591


Not sure I understand, sam.2010-05-25 07:59:00

Author:
KablooieKablam
Posts: 364


I'd be interested to see silverleon's solution using a single emitter. Off the top of my head, I can think of one, but it's overly complex (vs 3 emitters) and will fail if 2 bombs blow at once (or in close succession)2010-05-25 09:48:00

Author:
rtm223
Posts: 6497


Use Duffluc's solution (good one man, wouldn't have thought of that) and attach AND gates to each emitter. Attach a delay switch to the left side of each AND, rigged so that a flipper-motion piston moves past all three gates in series, causing one bomb to be emitted at a time. Mag keys on the bombs will cause the right side of the AND switch to retract, so while a bomb from that emitter is present, the emitter will not emit another one, even if the emit-a-bomb-button is pressed again.

So, if one bomb blows up, the right side of the relevant emitter's AND switch will expand again, so next time the delay passes, it will trigger the empty emitters to release bombs again. There will be a longer-than-usual delay when doing it like this, as the delay will pass inactive AND gates, but it's a simple solution that doesn't use up much thermo.

Hope this helps!

EDIT: THe emit-a-bomb-button must be one-shot and activate the flipper-piston in the dealy.
2010-05-25 17:15:00

Author:
Holguin86
Posts: 875


Why not three colours of mag key, each one triggering a single emitter. Set the magnetic switches to inverted and on/off (not on-shot) and that should cover you with as little thermo as possible.2010-05-25 17:19:00

Author:
rtm223
Posts: 6497


The problem with that would be if two bombs exploded at once - two emitters would try to emit in the same place, and you would be left with only two bombs. Triggering the emitters would not be difficult from the off - dissolve with the explosive's colour could be dissolved in series by a delay to cause the first emission, but thereafter emitting cannot be controlled precisely. A solution to that would be to make the emitters emit in different places. but from what the OP said I dunno if that's the desired effect. If the button trigger wasn't essential, this would be the method to use.2010-05-25 18:32:00

Author:
Holguin86
Posts: 875


The problem with that would be if two bombs exploded at once
.............

Set the magnetic switches to inverted and on/off (not on-shot)
2010-05-25 18:35:00

Author:
rtm223
Posts: 6497


Well the original state is NO bombs. If I activate the bomb button, will all three bombs emit? Or only one? I only want one at a time. On another note, I'm not fully grasping what both of you are saying (although I'm really trying xD) so seeing it might help me.2010-05-25 19:15:00

Author:
KablooieKablam
Posts: 364


Ohhhh, there's a button! I missed that bit

So to clarify, there are between 0 and 3 bombs at any one time, and when one explodes then you don't get a new one until you press the button. Right?

Yeah, something like what holguin said, but you shouldn't need the delay in there, just 3 AND gates all sharing one input (the button). You will only get one bomb out regardless because the emitters / magnetic keys will determine priority and the highest priority will be emitted and block the next one.
2010-05-25 19:32:00

Author:
rtm223
Posts: 6497


I'm wondering if there's any way to have an emitter emit three impact bombs (one at a time, per input) and refuse to emit any more until at least one of them is exploded. So basically, only have three bombs at any one time. What I don't want is for the first one to "demit" when a fourth bomb is requested, so the "max emitted at once" setting doesn't help.

What's the application?

Like, is the idea that the bombs will just fall/propel from their emitted location, or is the idea that a sackperson has to pick them up first?

I'm not sure if it makes a difference to the solution, but I sometimes find that, when you try to explain the application to another party, an obvious solution sometimes leaps out at you - if not, maybe it will leap out at someone else.
2010-05-25 19:34:00

Author:
Aya042
Posts: 2870


Oh, I just had a thought. If you really want an efficient solution, set up pistons that move the emitters so that if there is a mag key present, the emitter is blocked. Then just hook a 1-shot button to all of the emitters.2010-05-25 19:43:00

Author:
rtm223
Posts: 6497


The application is a puzzle, but Sackboy never grabs the bombs. It's more of a track that the bombs roll down and you have to be quick and open gates for it so it doesn't explode until you need it to. What I'd like is to have three bombs, but on second thought, one might do the trick. In that case, it'll keep the complexity of the logic down.

What I'm thinking is a bomb with a mag key on it and a mag switch encompassing the entire track area. With an AND gate that requires there to be no bombs in order for the emit button to work. Sound like it'll work?

Aya, I think your idea of explaining the application worked, I kind of solved it myself just now

(I appreciate the fact that two of the logiceers I respect most have taken the time to review this, by the way! )
2010-05-26 03:39:00

Author:
KablooieKablam
Posts: 364


What I'd like is to have three bombs, but on second thought, one might do the trick. In that case, it'll keep the complexity of the logic down.

If it's ultimately the same puzzle, then the simplest implementation is the best. If, on the other hand, the three-bomb version requires a solution which is significantly different to just solving the one-bomb version three times, then you may want to stick with the three-bomb version.

Thing about making a good level is not to repeat the same 'puzzle' too many times - it's often the difference between "challenging" and "tedious".



What I'm thinking is a bomb with a mag key on it and a mag switch encompassing the entire track area. With an AND gate that requires there to be no bombs in order for the emit button to work. Sound like it'll work?

Sounds fine.
2010-05-26 13:34:00

Author:
Aya042
Posts: 2870


Interesting, I had this exact issue yesterday! Please god in LBP2 a simple toggle option will allow us to easily set it so it demits or waits until a slot is free again. My solution is somewhat bizarre and the success rate is not clear but it works pretty well for my purpose, I'm sure it could be used in some way for bombs but I am not sure. Basically I am emitting zombies and they needed to stop emitting if the max had been reached but start up again if one died, I was tired of zombies demitting of their own accord. My way was to set up a a box with no top. Then a spring board at the bottom tweaked so if I dropped a certain number of weighted blocks on it a mag key would get triggered. The key was attached to a piston which moved the key switch controlling the emitter out of range, I put a delay on it too to stop the thing setting the emitter off multiple times in a row. Then I attached a weight via string with a length of 999 to my dear zombies hanging just below them and then spawned just above the box. This meant the weights would fall into the box with the spring and after the magic number of 3 it would hit the bottom and the emitter would be moved thus stopping the emitter from working until you kill one of the zombies. It can be temperamental but it works so far for me.2010-05-26 17:31:00

Author:
OneEyedBanshee
Posts: 1370


It's only for a little part of the level, not a huge puzzle.

I think this thread can be locked, Aya. I really appreciate your help, guys!
2010-05-26 18:47:00

Author:
KablooieKablam
Posts: 364


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