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

Merging emiters

Archive: 12 posts


So I need to merge four emiters so it can produce four different objects (keys). My dilemma before doing this, is if the player triggers one key but realizes its the incorrect one and they make the correct change for the emitter to produce a different key. Once the new key is emitted, is there a way to eliminate the old key that was emitted regardless of the emitter it came from?

It would not be like the typical emitter where you can just set the max quantity to 1 because it would be an entirely different emitter, just sharing the same space... I also need the time it lasts for quite sometime because its a puzzle and not quite sure how long the avg person can solve it. But its imperative that all keys are emitted at the same location.

Anyone tackle something like this? Thanks again!!
2010-11-23 09:48:00

Author:
John82wa
Posts: 221


Try this:

https://lbpcentral.lbp-hub.com/index.php?t=t=11861

2010-11-23 09:58:00

Author:
rtm223
Posts: 6497


Try this:

https://lbpcentral.lbp-hub.com/index.php?t=t=11861



Thanks once again!! Just read every associated post and you have come up with something amazing. With this, it would appear you could truly make a full length game with 'Chapters' sort of speak as Aya was describing it doesn't take a hit on the thermo. Im talking FULL LENGTH with out the need for this part 1,2,3,4 ....12 and so on you see on LBP.

...Sorry, getting ahead of myself, ive yet to do what my original question was, but this is just awesome!!
2010-11-23 15:30:00

Author:
John82wa
Posts: 221


Yup, got way ahead of myself.

So I have created a wheel that the player can turn and stop at will. On that wheel is four different lights signifying what key will be emitted. Without one of the lights activated on the wheel, you will not be able to activate the emitter...simple and got that. Merged the magnetic switch (four of them) just fine with all properties set accordingly before the merge. The Magnetic Switch is also attached to the appropriate emitter so when its triggered, it will activate that emitter...simple and got that. Since I have four (4) different emitters and they are all activated depending on what the player chooses on the wheel, I would need to merge the emitters.

http://farm6.static.flickr.com/5084/5201902209_f553a253be.jpg (http://www.flickr.com/photos/55176054@N05/5201902209/)
[/url] (http://www.flickr.com/photos/55176054@N05/5201902209/)
http://farm5.static.flickr.com/4092/5201902199_887f94a623.jpg (http://www.flickr.com/photos/55176054@N05/5201902199/)
[url=http://www.flickr.com/people/55176054@N05/] (http://www.flickr.com/photos/55176054@N05/5201902199/)
So the bottom picture is the original concept (by RTM223) and works with what im trying to accomplish (but not with multiple emitters. I dont know if there is an easier way to do it, but the top picture is what I came up with. Problem im having is merging the emitters. It wont work. I have tried putting them all together using wood and then adding a piece of dark matter after to glue them (falls apart after dark matter is removed). Unlike other objects where you merge them, they can be placed in your world without the need to be attached, the emitter needs to be attached to 'something'. It merges fine if I use the dark matter, but the logic requires it to move....

Any ideas how to get around this or has anyone successfully merged an emitter with OUT using dark matter??
2010-11-23 20:43:00

Author:
John82wa
Posts: 221


(falls apart after dark matter is removed). Unlike other objects where you merge them, they can be placed in your world without the need to be attached, the emitter needs to be attached to 'something'. It merges fine if I use the dark matter, but the logic requires it to move....

Any ideas how to get around this or has anyone successfully merged an emitter with OUT using dark matter??

what if you remove the DM and glue a piece of metal instead?
2010-11-24 12:13:00

Author:
IStwisted
Posts: 428


Yup, got way ahead of myself.

So I have created a wheel that the player can turn and stop at will. On that wheel is four different lights signifying what key will be emitted. Without one of the lights activated on the wheel, you will not be able to activate the emitter...simple and got that. Merged the magnetic switch (four of them) just fine with all properties set accordingly before the merge. The Magnetic Switch is also attached to the appropriate emitter so when its triggered, it will activate that emitter...simple and got that. Since I have four (4) different emitters and they are all activated depending on what the player chooses on the wheel, I would need to merge the emitters.

http://farm6.static.flickr.com/5084/5201902209_f553a253be.jpg (http://www.flickr.com/photos/55176054@N05/5201902209/)

http://farm5.static.flickr.com/4092/5201902199_887f94a623.jpg (http://www.flickr.com/photos/55176054@N05/5201902199/)

So the bottom picture is the original concept (by RTM223) and works with what im trying to accomplish (but not with multiple emitters. I dont know if there is an easier way to do it, but the top picture is what I came up with. Problem im having is merging the emitters. It wont work. I have tried putting them all together using wood and then adding a piece of dark matter after to glue them (falls apart after dark matter is removed). Unlike other objects where you merge them, they can be placed in your world without the need to be attached, the emitter needs to be attached to 'something'. It merges fine if I use the dark matter, but the logic requires it to move....

Any ideas how to get around this or has anyone successfully merged an emitter with OUT using dark matter??

How about using gas or invisible thin gas? They can occupy the same space and can be movable without any collision, and if I'm not mistaken they also can be emmited on top of each other also without collision as well.
2010-11-24 15:13:00

Author:
damaz10
Posts: 771


So Ive done it by having four emitters on the same block, not overlapping or merged together, only way it seemed to work. Problem I have now is the method that RTM suggested it unreliable. It works about 80% of the time, but for some reason the other 20% it wont. For some reason, the magnetic key will pass through the area that triggers the magnetic switch with no effect at all causing the emitter not to go off as designed.

What would cause the magnetic switch not carry out its function??
2010-12-01 23:07:00

Author:
John82wa
Posts: 221


Too small of a radius? Or the radius is triggered so fast, that the mag key can't reconize it because of how fast it enters and exits the radis of the mag switch?2010-12-02 16:56:00

Author:
damaz10
Posts: 771


Too small of a radius? Or the radius is triggered so fast, that the mag key can't reconize it because of how fast it enters and exits the radis of the mag switch?

I was thinking the same thing, but the radius of the other switches is set the same, also with the same speed. So I increased the radius slightly above and it still triggers randomly but not 100% like it should.
2010-12-02 18:13:00

Author:
John82wa
Posts: 221


Nice multi- switcher you made! 2010-12-02 22:22:00

Author:
robotixpro
Posts: 354


Not trying to bump, but yeah....im still having trouble with the magnetic keys/switches. I have searched this site and a few others to no avail. Im trying to keep everything close together and use as little material as possible to save thermo space as it crushed my first level so im being very conscious about it... surely someone has encountered this??2010-12-04 06:35:00

Author:
John82wa
Posts: 221


For all those who use the 'search' function of the forum! Found a solution to my problem, however, this only will work in LBP2 not 1.

Starting over from scratch, its rather easy to accomplish. In my case, I have set up something where the user chooses between four different lights, a Red, Green, Yellow and blue. A switch controls what color you wish to select. Once its on a specific color, another switch will activate the emitter which emits the appropriate box corresponding to the color chosen. Problem before, was if the user needs to select a new color, the emitted object prior would stay. This old emitted object gets in the way and so I needed it to almost act as an on/off switch when a new emitter activated, the old emitted object would disappear. To accomplish this, I put a microchip on the emitted objects with a object destroyer on it controlled by a tag.

Now, the switch that controls the original emitters is now also connected to an additional emitter that emits the corresponding tag connected to an invisible piece of hologram. Now when the switch is pulled, it will emit a tag that will destroy what the other emitter emits. BUT, you need to a put timer on the emitters that emit the original objects, so it emits the object right after the destroyer tag is activated and disappears.

This will make whatever your previous selection disappear and the new to not be interupted. There is obviously more details involved such as using the 'selector' and the 'and' switches to prevent any mishaps, but overall, it works like a charm!

Because this only works in LBP2, perhaps it should be moved?
2011-02-16 22:25:00

Author:
John82wa
Posts: 221


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.