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#1

Mag Key Issues

Archive: 11 posts


So I recently made a song (Graaandma from The Legend of Zelda: The Wind Waker), and I set it to loop and such using the piston flipper motion set to "in". So to keep it from constantly breaking, music loops made this way must be shrunk down to be very tiny so that the flipper motion inward doesn't snap the piston.

This song I made has an apreggiated chord (which is a chord where each note in the chord is played in quick succession). I went about making this chord with another little piston that is set to "out" and shoots out and raises up slowly playing each of the four notes in ascending order. It was working perfectly. I then shrunk down the object using emitters and such and it was still working perfectly.

Shortly after, I saved it as an object because you know, I wanted to save it. Now when I take it out to play it, the apreggiated chord does not play at all. I see no reason as to why this is happening seeing as how it was working fine before I saved it as an object, and I know for a fact that the mag keys are moving in front of the switches.

Any ideas as to why they may not be triggering? (You can check it out yourself if you need to see it in person, just add me on PSN).

Also, I was an idiot and deleted the level that contained the normal size music. So I'm thinking if there's not solution, I'll have to remake the song, which I truly don't want to do as it was a hassle the first time (see, I was mixing sheet music and they didn't look remotely similar).
2010-07-17 00:46:00

Author:
AeroForce22
Posts: 392


Incinerator22 once ran into a problem where if he captured and named a object, it wouldn't work. I wouldn't know if it's the same problem though.
But it probably is, because you said you captured and shrunk it though an emitter, of which then it worked fine, so my guess is, you named it after you captured the final version.
So, just don't name it?
2010-07-17 00:49:00

Author:
warlord_evil
Posts: 4193


This sucks. I guess I'll be remaking it. I'll wait for LBP2 and its (hopefully) more instrument choices. It kinda gets jumbled up in some places and if you don't really know the song it can get hectic. (My ear picks out the main part from the supporting parts so it sounds fine to me).

So yeah, thanks anyway. I'll just wait until LBP2 to remake it. It doesn't necessarily kill the song, it's just a little extra bit of beauty that makes it awesome.
2010-07-17 00:51:00

Author:
AeroForce22
Posts: 392


I had a problem just yesterday where a captured piston refused to work. In fact, it wasn't even there each time I dropped the constructed part.

What was weird about it was that it would show the piston in the outline and it WAS selected when I made it, but once I placed the item, it wasn't there.
2010-07-17 17:30:00

Author:
RSQViper
Posts: 302


Well the piston moves, and I can see the blue mag key part passing in front of the switches, it just isn't triggering them. I've accepted the fact that I'm an idiot for not saving a large scale version.2010-07-17 21:46:00

Author:
AeroForce22
Posts: 392


When you remake it, try building it on a giant wheel, and for the appreggiated bit, just have the notes closer together.
When a piston has to shoot back over a long distance, it has a tendency to break!
2010-07-17 21:50:00

Author:
Weretigr
Posts: 2105


Very often, shrinking down an object can play havoc with things like emitter area and trigger radii. The mag switch radii will have shrunk proportionately with the object, and may have shrunk so much that they are non-existent in the small object. That's possibly why the piston and key are working but the switches aren't?2010-07-19 14:34:00

Author:
Holguin86
Posts: 875


I had a problem just yesterday where a captured piston refused to work. In fact, it wasn't even there each time I dropped the constructed part. What was weird about it was that it would show the piston in the outline and it WAS selected when I made it, but once I placed the item, it wasn't there.

I had the same thing happen with sound tools, pistons, etc. Now, I always triple check my object saves by loading them into a new level and fully testing all functions several times before deleting the original. Sometimes I have to delete and re-add a piston in a different location to get it to capture.


Very often, shrinking down an object can play havoc with things like emitter area and trigger radii.

I also agree, radius can get wonky.


Well the piston moves, and I can see the blue mag key part passing in front of the switches, it just isn't triggering them. I've accepted the fact that I'm an idiot for not saving a large scale version.

Remember, just because you can visually 'see' the key get into the radius of the switch, doen't mean it is. I have found that on various sizes/angles/settings, this can be deceptive. I once had a narrow/long radius switch that required the key to be almost 4 small grid squares inside the outer edge of the visual radius before the switch would trigger.
2010-07-19 17:01:00

Author:
SledKnight
Posts: 93


Shrinking down objects attached to pistons is a pain, they usally break. Have you try tweaking the mage switch to be bigger?2010-07-19 20:05:00

Author:
Emogotsaone
Posts: 1030


When you remake it, try building it on a giant wheel, and for the appreggiated bit, just have the notes closer together.
When a piston has to shoot back over a long distance, it has a tendency to break!

Wheels are too much work for me quite honestly. I don't have troubles with the piston breaking, I know that shrinking it fixes that.


Very often, shrinking down an object can play havoc with things like emitter area and trigger radii. The mag switch radii will have shrunk proportionately with the object, and may have shrunk so much that they are non-existent in the small object. That's possibly why the piston and key are working but the switches aren't?

This can't be possible due to the fact that all the mag keys in the music piece are set to the same 50 degree radius, and all were the same size when placed. If the regular mag keys are working, I don't see why these ones would be any different.


Remember, just because you can visually 'see' the key get into the radius of the switch, doen't mean it is. I have found that on various sizes/angles/settings, this can be deceptive. I once had a narrow/long radius switch that required the key to be almost 4 small grid squares inside the outer edge of the visual radius before the switch would trigger.

The only reason I don't think this is the problem is because before I saved it, it was working fine (I actually have an audio recording of it working on my phone. So I can still listen to it. lol)


Shrinking down objects attached to pistons is a pain, they usally break. Have you try tweaking the mage switch to be bigger?

I actually did try making them bigger (after expanding the piece to the point where I could select each of the four switches individually). It did nothing sadly. I think it was just faulty.

So thanks for the help everyone, but I'm going to have to go with Warlord's reasons behind it seeing as how it worked just fine prior to me saving/naming it. :/ I'll just have to live with until LBP2. It's not song wrecking by any means, it's just that little pizazz that made me smile when it would come around.
2010-07-20 04:24:00

Author:
AeroForce22
Posts: 392


Well at the very least, rather than starting over from square one, could you not place one the saved version and expand it back to full size? You may have to rebuild portions that don't work, but it may save you some time on the parts that do work.2010-07-20 04:55:00

Author:
v0rtex
Posts: 1878


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