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Elevator Logic Question

Archive: 10 posts


Hi, I'm new to LBP and am learning and figuring out logic gates and such. I checked out both elevator tutorials, while i learned quite a bit, they aren't exactly what I'm looking for.

What I'm wanting to have is an elevator thats doors are closed til you walk up near it. Once you get in, you grab and release. The doors close. Once they are fully closed, the elevator goes up and stays up. After it stops the doors open.

i think i keep over thinking the logic switches needed for all this. i just end up creating this massive network that still doesnt do what i'm wanting.

Thanks for any help.
2010-06-29 19:03:00

Author:
Karmic
Posts: 3


This may be a little complex if you're new to LBP, but put in the time and effort, and I'm sure you could pull it off!

https://lbpcentral.lbp-hub.com/index.php?t=18351-Tutorial-3.1-Designing-an-Advanced-Elevator
2010-06-29 19:07:00

Author:
Weretigr
Posts: 2105


That is how I built my elevators as well.
If you want it is in the level showcase with instructions on how to get the key.
The level is called "The Lost Tomb Of TutenSackem".

EDIT: Have a look and if it is what you are looking for, send me a message on LBP and I can send it to you.

Ted
2010-06-29 20:51:00

Author:
Muskwa_1
Posts: 213


if you want it to perminantly stay up it shouldn't be to hard. First create a SET-RESET switch attached to the doors. the set-reset should have TWO winches that pull the mag key AWAY from the mag switch which closes the doors when activated. The single winch on the other side of the key (which when activated shuts the doors) should be attached to a piece of desolve material on one side, and the block of glass on the other (this will stop the doors from being closed once the lift is at the top).

Now wire a proxy switch by the lift at the bottom to one of the RESET winches. A mag switch at the top of the lift shaft that senses the lift when it is at the top should then be wired to the other RESET winch. another switch directly next to the one at the top of the shaft with the same radius should be attached to the piece of desolve which stops the lift doors being closed again. The grab switch inside the lift should be attached to the SET winch.

Ok. now place a mag key on one of the doors and a mag switch on the other. The radius of the switch should be just big enough to sense the key only when the doors are completely closed. This switch will active a PERM switch that will then cause the lift to rise.

If you followed these dodgy intructions correctly and its works how i think it should, you should have a working lift! (elevator to all you US dwellers). I know this isnt the most efficient way of doing it, nor is it the easiest but it was the easiest for me to explain so i hope it helped!
2010-06-29 21:12:00

Author:
R0GUE--Elite
Posts: 118


Sure - I think that's about right. Set-reset switch attached to elevator control on the left, mag switch at the top of shaft on right (both directional, make sure the right-hand winch is stronger). Set-reset controls doors (invert switches if necessary). PERM switch activated by mag key/switch detecting when doors have closed to move elevator permanently to the top of the shaft.

This should then result in:

Player gets in, grabs the control.
Doors close.
Lift permanently ascends after the doors close.
Lift reaches top. Doors open permanently.

Hope our explanations have helped!
2010-06-29 22:16:00

Author:
Holguin86
Posts: 875


Thanks holguin86 for the further expination although your missing the bit about the doors opening when you get close to the elevator. Thats what the second reset winch is for . You could also use two spotlights placed infront of the elevator set to directional linked to their own winch on the reset side instead of the proxy. This would also act as a safety. If sackboys where outside of the elevator, the spotlights would sense them and hold the set-reset in the reset position keeping the doors open untill every one is in the elevator and the grab switch is activated.2010-06-29 23:56:00

Author:
R0GUE--Elite
Posts: 118


Thanks for the replies! I wasn't really expecting to get any help. I'm surprised at how helpful and quick to respond this community is.




Thanks holguin86 for the further expination although your missing the bit about the doors opening when you get close to the elevator. Thats what the second reset winch is for . You could also use two spotlights placed infront of the elevator set to directional linked to their own winch on the reset side instead of the proxy. This would also act as a safety. If sackboys where outside of the elevator, the spotlights would sense them and hold the set-reset in the reset position keeping the doors open untill every one is in the elevator and the grab switch is activated.

This is the problem I'm running into here. Everything seems to work fine if the doors are already open, well aside from the reset switch bugging out sometimes. I get stumped though trying to figure out how to achieve it with the doors closed. I know its through a "proxy" to make them open, but I get confused on how to get them to close back with the grab switch and re-open when the elevator stops on the next floor. Once I leave the radius of the proxy, nothing works correctly.
2010-06-30 02:25:00

Author:
Karmic
Posts: 3


Well, if you dont want the doors to open as u get close, and just be open at the bottom, it makes the logic even more simple. Use a simple SET-RESET piece of logic with a winch on either side of a glass block with a mag key on it. Now attach the grab switch to the SET winch and the mag switch at the top of the shaft to the RESET winch.
(Ignore the part earlier about the desolve in the SET-RESET logic, it is not needed. just make sure the SET winch is set to 5 strength. when the elevator is at the top of the shaft, the mag switch up there will pull and hold the mag key in the REset position.)

your probably going to want a saftly mechanism to stop the doors from closing and lift from moving if the player jumps out at the last second. Shrink a spotlight down and glue it ontop of the elevator. then attach another winch on the RESET side of the SET-RESET. wire the spotlight to this new winch and set the spotlight to directional and inversed (i think) so when the spotlight senses nothing, it will hold the SET-RESET in the RESET position. When a sackboy is in the elevator, the spotlight will allow the mag key to move in the SET-RESET module.

I have got an elevator concept level publish if you want to take a look at it but i doubt it will be much help as I didnt really explain much in the level. I would join you in OC but my PS3 has the YLOD
2010-06-30 15:42:00

Author:
R0GUE--Elite
Posts: 118


Just a little update. I ended up figuring it out. Thanks for all the help! Don't know it's correct, but it works.

I ended up using:
1 Set-Reset Switch
1 AND Switch
2 Permanent Switches
1 Grab Switch
1 Proximity Switch
2 Magnetic/Key Switches

The Set-Reset has 2 winches on one side and a single on the other. 1 of the (2) is connected to dissolve.
The Proximity is connected to that winch and a Grab Switch is connected to the dissolve.
A Magnetic Switch placed at top of shaft is connected to the other winch that makes up the (2) with the key on the elevator itself.
The single winch side of the Set-Reset also has the Grab Switch (ON/OFF) connected to it.
Finally the Set-Reset Switch is connected to the pistons for the doors.

One of the pistons for the AND Switch is connected to the other Magnetic Switch that is placed on the inner edge of one doors. The key being placed in the same position on the other door. So when they are closed, it activates the piston on the AND.
A Permanent Switch is connected to the other piston on the AND, with the Grab Switch connected to the dissolve of the Permanent.
Lastly, the AND switch is connected to the dissolve of the second Permanent switch. The switch itself is connected to the piston that raises the elevator.


I can't believe I've had the game a week and this is all I have figured out lol. Hopefully i get better.
2010-06-30 16:21:00

Author:
Karmic
Posts: 3


Wow, thats a strange way to do it ;p. but if it works then great! If your really going for thermo efficiency though, try my method, it only uses a set-reset and a perm .

I've just thought of a way to do it with no external logic whatsoever but the pistons on the doors have to be set 0.1 speed. Place two different colour keys (lets say blue and red) on a small square of desolve behind the elevator when it is at the bottom and glue it to the lift shaft. Then attach the grab switch to the desolve. Now place two different mag switches (which correspond to the mag keys. i.e blue and red) next to each other on the elevator both set to directional. Attach the blue one to the door pistons and the red to the elevator piston. Now place a BLUE mag key at the top of the lift shaft NOT a red(This will cause the doors to open at the top).

This is probably the least neat of the methods but it should work and uses the least thermo but has no pauses between the grab being activated, doors closing and the elevator moving.

If i where you i would try my second suggestion if youve got the time becasue its the best possible way i can think of with fail safes .
2010-06-30 23:09:00

Author:
R0GUE--Elite
Posts: 118


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