Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Help! [Archive]
#1

Logics help

Archive: 10 posts


Im making a showcase for my steampunk vehicles, and i want to have it so only one vehicle can be emitted at once.... Im a logic noob so some help would be well... helpful.

PSN-JYADS
2010-10-27 05:34:00

Author:
AA_BATTERY
Posts: 1117


Set the emitter to one-shot, and hook a perm switch to it 2010-10-27 05:57:00

Author:
YEAH_NAH
Posts: 775


im not sure bout that.... i have multiple vehicles, so they are different emitters....2010-10-27 06:16:00

Author:
AA_BATTERY
Posts: 1117


1 perm per emiter....
EDIT: or better yet..... set the emiter to max emit 1
2010-10-27 06:18:00

Author:
YEAH_NAH
Posts: 775


im no logix master, but im unsure how this would work.... i also want you to be able to reuse vehicles, so you can try it out twice.....2010-10-27 06:21:00

Author:
AA_BATTERY
Posts: 1117


then just set the emiter to one-shot xD2010-10-27 06:34:00

Author:
YEAH_NAH
Posts: 775


I think I understand the dilemma. My guess is you'll have to set up a demitter mechanism, which can be tricky. Basically, when you want to swap vehicles, the current vehicle needs to be demitted (emitted off-camera - with the emitter set to only emit ONE-AT-A-TIME). The emitter(s) will need to be on pistons. When a new one is selected, the current vehicle's demitter (which should now be moved away via piston) will emit and thus the vehicle in play will disappear. Next, the newly selected vehicle's [d]emitter is moved into play and emitted (destroying its off-camera counterpart).

Does this make sense? Probably the trickiest portion of this is determining which vehicle was last selected (and thus is currently in play) in order to process the demit. One way to avoid a complex solution here would be to emit ALL while they are the pistons are all retracted (and thus, off-camera), only the current (in play) will actually be emitted here as the others are already all there. Then extend the newly selected piston and emit them all again. The the only real logic is which piston to extend. And if the emit-into-play could be done above the play area, so that the new vehicle drops into place, then you'd only have to do the emits once: Extend the new piston, emit all, retract the new piston.
2010-10-27 06:56:00

Author:
v0rtex
Posts: 1878


you could also just put the vehicles on a large ferris wheel type thing that brings them around and down one at a time, then have an emitter to respawn them if they can drive away, in case something happens, they just go back and pop a new one on the ferris wheel. you could also make it like those garages in fast and furious tokyo drift where they have the platforms on a sort of vertical conveyor for each car, similar to a ferris wheel, but linear not rotary, just a small half circle on each end2010-10-27 08:05:00

Author:
sean96sx
Posts: 71


umm i have an idea on how to fix it ill post some pictures by tomorrow afternoon if you can wait till then2010-10-27 08:22:00

Author:
TheAffected
Posts: 626


I think I understand the dilemma. My guess is you'll have to set up a demitter mechanism, which can be tricky. Basically, when you want to swap vehicles, the current vehicle needs to be demitted (emitted off-camera - with the emitter set to only emit ONE-AT-A-TIME). The emitter(s) will need to be on pistons. When a new one is selected, the current vehicle's demitter (which should now be moved away via piston) will emit and thus the vehicle in play will disappear. Next, the newly selected vehicle's [d]emitter is moved into play and emitted (destroying its off-camera counterpart).

Does this make sense? Probably the trickiest portion of this is determining which vehicle was last selected (and thus is currently in play) in order to process the demit. One way to avoid a complex solution here would be to emit ALL while they are the pistons are all retracted (and thus, off-camera), only the current (in play) will actually be emitted here as the others are already all there. Then extend the newly selected piston and emit them all again. The the only real logic is which piston to extend. And if the emit-into-play could be done above the play area, so that the new vehicle drops into place, then you'd only have to do the emits once: Extend the new piston, emit all, retract the new piston.
huh.... nice idea

BTW search RTM's levels to find a good example of demitting
2010-10-28 07:05:00

Author:
YEAH_NAH
Posts: 775


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.