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Logic Help

Archive: 19 posts


Logic Help
http://i56.tinypic.com/13zs3kn.jpg

I've been stuck on this for a while. Basically what I need is the top block (beside the emitter) to be able to dissolve itself after a certain period of time. But the problem is this block (with the rest of the blocks) needs to be emitted so I can't have an external input like a delay switch. Any suggestions?
2010-09-01 20:26:00

Author:
kitcheninja
Posts: 211


What exactly is that emitter emitting and at what point does that top block need to disappear?

If only that top block is being emitted or if that top block disappears last of all the things emitted at once, then simply set the timer as the lifespan on the emitter.

If it's a separate time frame however (as in, you emit them as a set, but the top block disappears before other parts of the set) then you can have a nested emitter. Simply put an emitter on some part of the set and set it up so that it only emits the top block in the place it needs to be in relation to the other blocks, set it to 0.1 timing, the lifespan to whatever time-frame you need, and the max emitted/at once to 1. Then capture the set including the emitter for the top block. (The top block won't be part of this set since it will be emitted once the set is emitted.)

If that makes sense.

But really, it would help more to know what exactly you want this whole setup to do. (Because if that top key needs to emit at the same time as the 3 key switches then it could cause an issue with the 0.1 delay)

Alternatively, you can just have a second emitter for just the top block and wire it up to emit at the same time as everything else and set the lifespan to whatever you need.
2010-09-01 20:43:00

Author:
SirPaper
Posts: 150


What are you trying to accomplish with this, and why can't you just change the lifetime of the block?2010-09-01 20:46:00

Author:
Nuffles
Posts: 132


I'm with SirPaper on this, you need to tell us exactly what you are trying to so. Your description leaves me wondering why you aren't just adjusting the lifetime of the object since you are emitting it anyway.2010-09-01 20:48:00

Author:
amazingflyingpoo
Posts: 1515


It's a dissolve based counter. When my input activates it pushes the piston forward to dissolve the blocks. When all three are dissolved the fourth block activates the magnetic key that pushes two pistons. One that activates my desired output and one the starts a delay switch that activates the emitter (and the emitter emits all the blocks) but I need to be able to do this five times so that top block needs to dissolve after about 2.5 seconds. I can't just give the blocks a certain lifetime since the input is player activated and I can't really determine how long it will take the player to activate it.2010-09-01 20:56:00

Author:
kitcheninja
Posts: 211


Instead of the block falling, I think you could just use a piston set to 1 shot that is activated when the blocks dissolve.2010-09-01 21:00:00

Author:
Nuffles
Posts: 132


Alright then, that helps. I think I get the problem now.

Capture the top block. Set an emitter somwhere OUTSIDE OF THE THINGS BEING EMITTED (so it could be right below that other emitter if you wanted) on the top block. Set it to emit the key block at 0.1 seconds, 2.5 lifespan, max emitted at infinite 1, max emitted at once at 1. Have the emitter activated when the highest switch activates (So when the switch on the third block up activates to tell the block to disappear, that same switch would also activate the emitter.) Also be sure that this switch is set to one-shot.

Also for clarity, that first emitter would then be emitting ONLY the three stacked switch blocks. The top block key would be emitted by the second emitter.
2010-09-01 21:07:00

Author:
SirPaper
Posts: 150


Trying SirPapers idea out.2010-09-01 21:08:00

Author:
kitcheninja
Posts: 211


Man, I am so bad at explaining and trying to figure out logic. Well, I tried, haha.2010-09-01 21:11:00

Author:
Nuffles
Posts: 132


Trying SirPapers idea out.

Yeah... I just realized the flaw. (Can't set up an emitted switch to a stable emitter.)

So put the emitter on that highest switch block (third block up) instead and see if that works. (So it'd be a nested emitter)

The one thing I'm worrying about is whether or not an emitter can emit while it's disappearing. Another thing you could do is set up a dummy block.

So above the three switch blocks you have a block with both an emitter emitting the key block, and a switch the same color as that key. Same as before, the emitter goes off when the highest switch block (3rd one up) goes off, but this dummy block would be rigged up to disappear when the key block is near it.
2010-09-01 21:13:00

Author:
SirPaper
Posts: 150


I may still be off in my understanding, but you want this stack to emit, and then have the top block disappear after so long, right? So why not just capture the timer when you capture the stack? You would need to have it off to the side so you would fit the stack into it's slot there when it emits, and the timer would be off to the right hand side. Make it so the timer does it's thing (extends or whatever), as soon as the whole deal emits, and then have it so that when the timer reaches the end it causes the block as well as the timer itself to disappear and leaves room for the next emitting.

So the timer would consist of a static and dynamic block connected by a piston. You just have a mag switch/key combo on the timer, and hook the mag switch up to both blocks on the timer as well as the top block on your stack. When the mag switch triggers, then everything disappears and you are good to go.

I may just not understand what you want still, but if I understand correctly then this should work :-)
2010-09-01 21:20:00

Author:
amazingflyingpoo
Posts: 1515


I may still be off in my understanding, but you want this stack to emit, and then have the top block disappear after so long, right? So why not just capture the timer when you capture the stack? You would need to have it off to the side so you would fit the stack into it's slot there when it emits, and the timer would be off to the right hand side. Make it so the timer does it's thing (extends or whatever), as soon as the whole deal emits, and then have it so that when the timer reaches the end it causes the block as well as the timer itself to disappear and leaves room for the next emitting.

So the timer would consist of a static and dynamic block connected by a piston. You just have a mag switch/key combo on the timer, and hook the mag switch up to both blocks on the timer as well as the top block on your stack. When the mag switch triggers, then everything disappears and you are good to go.

I may just not understand what you want still, but if I understand correctly then this should work :-)

If I'm understanding correctly, the 2.5 timer needs to activate when that final switch activates (at the bottom of the whole system and outside of what's being captured)

I'm assuming it's set up so that there's no timing for the three inputs that need to happen (so say a switch needs to be hit three times to activate something) but as soon as it activates (after the three inputs) there's a 2.5 second frame of time before it resets.
2010-09-01 21:23:00

Author:
SirPaper
Posts: 150


Oh, I see! So take what I said, but add a magnetic switch to the top block on your stack and set it to directional. Now wire that switch to the piston that I mentioned, and then on the platform below the stack put out a magnetic key that will activate that switch. Adjust the radius of the switch that you added to the top block so that it will onlhy detect the key when the block is on the base (all the other blocks have disappeared). Then I think you will just have to set the piston on the time to a speed of 5 and you will be good to go :-)

In all honesty, this makes it a bit easier, because now you can trigger the timer to start instead of needing to capture it with the game paused while it is extending (man, that probably makes no sense when you read it...)
2010-09-01 21:27:00

Author:
amazingflyingpoo
Posts: 1515


EDIT: Sorry if I'm late with posting. It may take me a few readthroughs to fully understand what your saying :blush:2010-09-01 21:31:00

Author:
kitcheninja
Posts: 211


Yeah... I think I like AFP's approach. Less setup since it'd be the one emitter and you can keep the setup you have now and just add the piston timer and extra switch/key combo.

[EDIT] No problem. I don't even fully understand what I'm saying. XD
2010-09-01 21:32:00

Author:
SirPaper
Posts: 150


Ok, here is a simple version:

All you need to add is a simple timer like this:


The timer would consist of a static and dynamic block connected by a piston. You just have a mag switch/key combo on the timer, and hook the mag switch up to both blocks on the timer as well as the top block on your stack. When the mag switch triggers, then everything disappears and you are good to go.

When you capture your stack of blocks, you would have the timer off to the right and you want to capture it with the blocks, but have a big enough gap between the time and blocks that you won't have issues with the wooden walls that you are emitting the blocks in between getting in the way.

On the top block in the stack you will attach a mag switch, and the corresponding key will be on the base with the stack of blocks sits on when they are emitted. Adjust the radius of the mag switch so that it doesn't detect the key until the top block is setting on the base platform. Just set that mag switch to directional and wire it to the piston that is on the timer. Now you can adjust the timing on that piston to be whatever you want, and when the timer goes off, everything has disappeared and you are ready for round 2 :-)
2010-09-01 21:46:00

Author:
amazingflyingpoo
Posts: 1515


Well just cause you guys helped me so much i'll tell you what this whole setup does . The level this is for has a factory/industrialist theme so I wanted the "product" to be put in a crate and this crate should be sent into a vehicle so it becomes shipped. But this is merely an aesthetic output and I'm trying to make it actually work before I figure out how to incorporate the player into this.

Well anyway it works!!! . Now i just need to figure out how to make the top block stop dissolving pre-emptively .
2010-09-01 22:10:00

Author:
kitcheninja
Posts: 211


Why is it dissolving early? You can control the timing by adjusting the timing on the piston, right?2010-09-01 22:28:00

Author:
amazingflyingpoo
Posts: 1515


No it's a glitch. Sometimes after I test something (like a perma-switch) or save and quit, the dissolve material works but then in create mode the dissolve dissapears even when the game is "paused". And when I make a new block the switch dissolves it the second i wire it up so I always have to make a new switch. It's very annoying because I always have to re-wire it up again and again and again.2010-09-01 22:44:00

Author:
kitcheninja
Posts: 211


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