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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. XD | 2010-08-26 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 stairs | 2010-09-01 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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