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Emitted pistons
Archive: 7 posts
Just a thought. Is it possible to have emitted, auto-extending pistons (RTM's Waterfall) stop intermittently during their extension? I played around by adding the new 3-way-switchless tracking logic (2 opposing pistons and 1 weak piston) using keyswitches instead of player switches and emitting a key that would cause the 2 strong pistons to oppose and in theory stop the extension, similar to how the player tracker stops. However, when the keyswitches are activated, the pistons extend regardless. | 2010-06-10 03:45:00 Author: Unknown User |
I might miss your point, but imho connectors can only stop midway, when plugged to an on/off switch. Other try: Have you re-checked the strength-calculation? | 2010-06-10 04:29:00 Author: Xario Posts: 238 |
It will work, but you're going to need to get fancy with the emitter sync, since the pistons won't all be extending at the same rate. Most likely, you'll want a key on the object that triggers the emitter once it passes a certain point. It'll be tricky to get it just right, but the theory is sound. | 2010-06-10 04:51:00 Author: Sehven Posts: 2188 |
Got it http://i14.photobucket.com/albums/a322/SniperWraith/APhoto-2.jpg Top Piston Strength: 10 Controlled by inverted keyswitch set to directional (Extend) Middle Piston Strength: 4 Controlled by Grabswitch set to on/off (Off) Bottom Piston Strength: 10 Controlled by inverted Grabswitch set to directional (Extend) This conveyor section will automatically extend when emitted, however when a key is emitted within range of the keyswitch it'll cause the top piston to contract, stopping it dead. When the key dissolves it'll carry on extending and so forth. After taking into account the extension speed and length of each section, to have an appearance of a single seamless conveyor these sections are emitted every 1.3 seconds, one after the other (the dark matter blocks overlap, ala RTM's waterfall) The key emitter emits a key with a lifetime of 3.9 seconds every 9.1 seconds. http://i14.photobucket.com/albums/a322/SniperWraith/APhoto-3.jpg This results in the entire conveyor pausing after it extends 4 section lengths. The next 3 potentially emitted sections are blocked via a keyswitch attached to the emitter with the fourth being emitted seamlessly into place once the conveyor again begins to extend. EDIT: Yes Comph, I did "borrow" that sticker from Roller INC | 2010-06-10 07:00:00 Author: Unknown User |
Ah. I had assumed you wanted irregular pauses--like activated by the player or something. If you've got it pausing for a set time at regular intervals, then I guess the sync wasn't too hard to work out. Still, getting it to emit perfectly with no gaps is an accomplishment even if the pauses are predictable. Is that what you did? | 2010-06-10 09:04:00 Author: Sehven Posts: 2188 |
Pretty much. I tinkered with a version where the player can control when and for how long the conveyor stops but it's nearly impossible to get the gaps as small as I have here. I could always employ a system where once activated by the player the key won't emit right away, but instead emit simultaneously with the next track section. It would inevitably add a delay between activation and actually stopping but I'd sacrifice response time if it meant I could keep the gaps miniscule. | 2010-06-10 09:26:00 Author: Unknown User |
For that player activatable pause why not use motor-bolt timer to emit those blocks so you could pause the timer? | 2010-06-13 08:04:00 Author: waD_Delma Posts: 282 |
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