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Digital display (do not read this unless your logic is Godlike)

Archive: 4 posts


Very tricky logic needed.

I'm creating a digital numerical display using a lightbox effect with cutouts and a 10 emitters to fill in the blank spaces with the negative of that particular number.

I can get it to count from 0-9 in sequence using the timers on the emitters.

Problem is I want to attatch each of the 10 emitters to a free spinning wheel to select numbers like a combination safe.
If I do this then I need to be able to de-emit the previous number negative (whichever way the wheel is spun).

It works if emit time and lifetime are set to 0.1 but is very flickery and smokey.

I can make the number out of disolve material but..... to trigger the disolve I need to emit each negative with the means of destroying it so when the wheel spins either way the next point it destroys it leaving room for the next number....Has to happen instantaniously.

So if you have understood any of the above... Pls help!!

-----

How can I de-emit something to be replaced by another object.... wait !! Before you tell me to use timers, I want the objects to stay indefinately once emitted, then de emit and get replaced when another switch is triggered.

Sounds simple? You think??

If I make out of disolve, I'll need the switch to trigger its destruction to be emitted WITH the destructable item otherwise it wont be connected.... also I can't use a push button because the button remains when the spawned object is detroyed (leaving a mountain of buttons like spent ammo shells)

If I use a magnetic key on disolve attatched to itself plus target object I don't want the whole lot to disappear until the next spawning object is triggered... which as I said earlier is indefinately

This is the timer display for my LittleBigMicrowave project.. "go on put the fork in I dare you"
2010-06-07 04:15:00

Author:
Strangepom
Posts: 445


If your timer display is basically a 7 segment display then feel free to check out the mechanisms I have published for LED timers. None of them have the facility to be set upwards and then count back down, which is how a microwave typically works, but it shouldn't be too much of a challenge to get them to that point TBH.2010-06-07 14:07:00

Author:
rtm223
Posts: 6497


How can I de-emit something to be replaced by another object.... wait !! Before you tell me to use timers, I want the objects to stay indefinately once emitted, then de emit and get replaced when another switch is triggered.

It's not all that clear exactly what you want to do, but DM cow-glitched to look like glass is really useful in this situation. You can emit it on top of itself, and when you demit, there's no dissolve smoke. Which means, you don't need a timer - you can emit the new piece and demit the old at the same time.

You can grab samples of DM glitched to look like all 6 colors of glass from a copyable level by Sehven.

Edit: Just noticed you made two very similar posts in two forums, which is not a good idea, so I've merged them into one.
2010-06-07 15:05:00

Author:
Aya042
Posts: 2870


Thanks for merging the posts, I wrote the 2nd one bcause I lost the 1st... I'll check out the glass glitch


In the mean time I have perfected some logic that allows me to grab a single grab switch end each time I grab it an item spawns... BUT WAIT THERE'S MORE it spawns 1 of 10 different items sequencialy... if you take the item it is PEMANENT! if you dont it is (almost) instantly (0.1s) replaced by the next item when switch is grabbed.

Whoo hoo! Sorry if I seem too excited... but the tricky bit was getting the items to disappear without timers.

Think of the uses: Puzzel piece dispencer. Magic item shop for story mode, weapon switcher making permanant weapons.

I don't know if it has been done before... but I figured it out on my own, will showcase it when I have built it into something cute.
2010-06-08 01:00:00

Author:
Strangepom
Posts: 445


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