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Switch Stairs (set piece)

Archive: 23 posts


Hello everyone!

I am here to show you my favourite contraption to date! i call it the switchstairs. Below is a video that is of them in action and the logic used to get them to work


http://www.youtube.com/watch?v=i7vQcRcabAY&feature=player_embedded#at=31

These stairs are a first for me and a first for the community i think. As you can see in the video it is highly un-finished and has the potential to be a cool obstacle. In the video you can see them misbehaving a bit but i had no idea what was wrong

So tell me what you think guys!
2010-08-02 19:47:00

Author:
AssassinatorRFC
Posts: 715


That's awesome. Great job! 2010-08-02 21:43:00

Author:
Dragonvarsity
Posts: 5208


Looks really cool, and the visuals for that level look awesome
For me it doesn't look too complicated, I didn't look too close at the logic but I'm pretty sure it would be fairly easy to recreate.
Buuut, it doesn't have to be complex to be cool, and simple means more thermo space, yay.

Also, don't mind me calling things not complicated, the things I call complicated are those that I couldn't recreate or it would take a loooong time.
2010-08-02 22:17:00

Author:
napero7
Posts: 1653


yeah thankyou anyways this didnt take too long to make seeing as i had the idea for a while and seeing no-one has made one to this design i built it. The logic is mainly simple as it is the replica of it and it was my first take. it would be easy to make the nodes disolve to take away the breaking sound. it is easy! 2010-08-02 22:27:00

Author:
AssassinatorRFC
Posts: 715


Pretty neat, but you've much overcomplicated your logic. What you need is a Mutual Exclusion switch. You can pick one up in Incinerator22's new logic workshop if you don't want to build it yourself, but here's the premise:

You'll need to make one of these:

http://img408.imageshack.us/img408/511/aphoto1.jpg

It's a piece of dissolve with a green key and a green switch, with a radius tweaked as shown. The switch is then wired to the dissolve.

http://img825.imageshack.us/img825/6103/aphoto2.jpg

Place this object in an emitter and copy the emitter 4 times. Set the object to emit directly above each emitter. The grid is your friend. The magnetic key switches on the top row correspond to the connectors that move your main platform up and down. The bottom magnetic key switch controls the stairs pointing to the left or right, and it is tweaked to trigger when the object/key is directly above either of the two switches above it.

The emitters take inputs from each of your switches, which are one-shot. They do, however, need to be in a funky order because of the bottom mag key switch. From left to right, they take inputs from 4, 2, 3, 1 (where 4 = top, 1 = bottom). This is because the stairs need to point right when at locations 2 and 4.

I'm not sure how you were moving the main material piece that supports the stairs, but I used a Variable Length Piston (https://lbpcentral.lbp-hub.com/index.php?t=16124-Variable-Length-Pistons-(Stops-at-different-locations)&highlight=variable+length+pistons) technique.

http://img828.imageshack.us/img828/2976/aphoto.jpg

When the object/key emits, it should look as such. If you trigger the emitter for another "level" it will destroy the previously emitted key, thereby making it mutually exclusive.

Benefits:
Resets to any floor, not just the first.
More thermo efficient.
Simpler.
Easily expandable.

I hope this makes sense. I can't be bothered to make a video from my old digital camera.

2010-08-02 22:40:00

Author:
comphermc
Posts: 5338


Nice contraption man, I've been meaning to make one of these just for the fun of it,
but I never got around to making one. Maybe I will later today?
2010-08-02 23:24:00

Author:
Mastadom
Posts: 195


Wow I have never seen some logic like this maybe if possible I could meet you and share some more ideas that could be simplified 2010-08-07 01:22:00

Author:
AssassinatorRFC
Posts: 715


D: JUST WHAT IV BEEN LOOKING FOR.... CAN YOU PLEEEEASE SEND ME ONE??? ill give you credit in my level 2010-08-08 06:41:00

Author:
YEAH_NAH
Posts: 775


Very nice, indeed. I really appreciate your taste of level design as well. I'll try and recreate that myself just to get the hang of the logic used. Good job!2010-08-10 00:13:00

Author:
Archideas
Posts: 88


D: JUST WHAT IV BEEN LOOKING FOR.... CAN YOU PLEEEEASE SEND ME ONE??? ill give you credit in my level

why dont you make one by urself?
2010-08-10 13:45:00

Author:
oblivios
Posts: 143


why dont you make one by urself?

Well I don't mind helping by giving the logic and the general idea
2010-08-10 14:18:00

Author:
AssassinatorRFC
Posts: 715


I'm not leet enough to understand the logic yet, but I'm getting there!

Anyways, the item itself was pretty BA, and would be fun in a level. It's not exactly an obstacle, but would be super sick to see in a level, it's like, pure eye-candy, dude.
2010-08-11 06:09:00

Author:
Enjay
Posts: 79


Well I don't mind helping by giving the logic and the general idea
could you PLEASE, im new to advanced logic . (it looks advanced anyway lol)
2010-08-14 03:35:00

Author:
YEAH_NAH
Posts: 775


Really good men, you make it in a level or is it only a contraption?2010-08-14 11:44:00

Author:
jrg_carrion94
Posts: 18


Really good men, you make it in a level or is it only a contraption?

It is only a contraption for now but I have a level idea prepared for it when I get some more ideas
2010-08-14 13:15:00

Author:
AssassinatorRFC
Posts: 715


that is cool ! 2010-08-19 07:57:00

Author:
TOXIC_KILLA_
Posts: 147


very impressive normally I just use a two stage piston with logic lol . Logic isn't my forte.

I like how it has a nice mix of visuals too.
2010-08-20 13:22:00

Author:
Pattington_Bear
Posts: 777


Thats pretty sweet. I like the added 2 levels instead of just going up once. you could maybe make go up more levels and on each level you have to complete a stage to trigger the stairs.2010-08-26 04:35:00

Author:
FocusRSdude
Posts: 145


Looks great, I could never make stuff like that. XD2010-08-26 08:53:00

Author:
Unknown User


Looks awesome and I like the logics.2010-09-01 09:40:00

Author:
Eronninja13
Posts: 637


you could make a whole level with these stairs2010-09-01 18:21:00

Author:
the troll
Posts: 118


Pretty neat, but you've much overcomplicated your logic. What you need is a Mutual Exclusion switch. You can pick one up in Incinerator22's new logic workshop if you don't want to build it yourself, but here's the premise:

You'll need to make one of these:

http://img408.imageshack.us/img408/511/aphoto1.jpg

It's a piece of dissolve with a green key and a green switch, with a radius tweaked as shown. The switch is then wired to the dissolve.

http://img825.imageshack.us/img825/6103/aphoto2.jpg

Place this object in an emitter and copy the emitter 4 times. Set the object to emit directly above each emitter. The grid is your friend. The magnetic key switches on the top row correspond to the connectors that move your main platform up and down. The bottom magnetic key switch controls the stairs pointing to the left or right, and it is tweaked to trigger when the object/key is directly above either of the two switches above it.

The emitters take inputs from each of your switches, which are one-shot. They do, however, need to be in a funky order because of the bottom mag key switch. From left to right, they take inputs from 4, 2, 3, 1 (where 4 = top, 1 = bottom). This is because the stairs need to point right when at locations 2 and 4.

I'm not sure how you were moving the main material piece that supports the stairs, but I used a Variable Length Piston (https://lbpcentral.lbp-hub.com/index.php?t=16124-Variable-Length-Pistons-(Stops-at-different-locations)&highlight=variable+length+pistons) technique.

http://img828.imageshack.us/img828/2976/aphoto.jpg

When the object/key emits, it should look as such. If you trigger the emitter for another "level" it will destroy the previously emitted key, thereby making it mutually exclusive.

Benefits:
Resets to any floor, not just the first.
More thermo efficient.
Simpler.
Easily expandable.

I hope this makes sense. I can't be bothered to make a video from my old digital camera.



I'm trying to wrap my head around this logic. Any chance you could go into some more in depth explination?

For instance. i don't understand what the key switch on the dissolve box is for.
2010-09-08 16:27:00

Author:
Biv
Posts: 734


I think it's so that as soon as another mutual exclusion switch is emitted, the previous one dissolves. That's why the radius is set up the way it is.

Very cool by the way!
2010-09-08 20:40:00

Author:
Pulsemap
Posts: 92


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