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#1

Non-Repeating Movements

Archive: 9 posts


I've been designing quite a few levels and seem to be getting the hang of most of the tools...But there's one thing I just can't figure out for the life of me, I may just be missing something simple...

I want to know how to make bolts/pistons etc move once, without repeating their movements. For example, lets say I have a platform that I want to just move up and stay there, without coming back down. Every time I do this with a piston & switch, it moves up, then moves back down, then moves up again and so on.

I was trying to figure this out because I wanted a piece of metal to slide over a pit of fire to create a bridge, but the metal just kept moving back and forth.

I appreciate any help you guys can give me.
2008-11-07 13:42:00

Author:
Striss
Posts: 19


for the example you describe i'd use an 'or switch'. have the or switch control the piston and have the or switch triggered either by a sackboy proximity switch or button or however you want sackboy to initially trigger the lift to move upwards, and have the other element of the or switch be a magnetic key. the switch being on the top level where the platform brings sackboy when it is fully extended, and the key being on the platform itself.2008-11-07 14:02:00

Author:
Conall-Star
Posts: 157


To make a platform rise and stop once it has reached its peak, I attach a switch (any kind will do) and set the type to "Direction".

If the platform moves up when the switch is in the off position, all you have to do is change the "Reversed" option so that the platform will move down when the switch is off, and up when the switch is on.

Hope this helps
2008-11-07 14:59:00

Author:
Gilgamesh
Posts: 2536


Yeah, all you need to do is set the switch to Direction.

If you want it to always be on, even after you move the key away from the switch, then you need another strategy. YouTube - EGTV: LittleBigPlanet Expert's Guide: Level Design
2008-11-07 15:26:00

Author:
Voltiare
Posts: 646


for the example you describe i'd use an 'or switch'. have the or switch control the piston and have the or switch triggered either by a sackboy proximity switch or button or however you want sackboy to initially trigger the lift to move upwards, and have the other element of the or switch be a magnetic key. the switch being on the top level where the platform brings sackboy when it is fully extended, and the key being on the platform itself.

Umm... what's an "or switch" =o
2008-11-07 17:53:00

Author:
Ozymandias
Posts: 223


will "direction" switches not recall once you get off the button? i don't know, i haven't tried... and i'm at work right now


Umm... what's an "or switch" =o

an or switch is something you must create yourself. for example a magnetic switch who's key is on a piston who is attached to a block with another piston behind it. one switch is attached to the first piston and the other switch is attached to the second. if either of them extend the key will reach the radius of the magnetic switch, thus triggering the action.

---- = piston
# = block
* = key
& = magnetic switch

( ----#----* &)

there's a level out there called 'or switch' or something like that which contains all sorts of logical switches which you can then use in your levels (or, and, xor, etc)

i'm sorry if i should have explained before. i saw a bunch of people using the term on here so i thought it was standard terminology (although it did indeed confuse me at first too)
2008-11-07 18:57:00

Author:
Conall-Star
Posts: 157


Makes sense now. I haven't had any use for such a switch yet...2008-11-07 19:00:00

Author:
Ozymandias
Posts: 223


will "direction" switches not recall once you get off the button? i don't know, i haven't tried... and i'm at work right now :coolYeah, it will go in the opposite direction once the switch is not activated anymore. The way to make it stay in that position is to use dissolvable material. YouTube - EGTV: LittleBigPlanet Expert's Guide: Level Design

That video has an example where you need to bring a ruby to a guy and once the key on the ruby meets the lock, it opens a door. He uses a technique so that after you move the ruby away(with the key) it stays open.
2008-11-07 20:33:00

Author:
Voltiare
Posts: 646


It's really stupid that you can't easily set a trigger to activate single direction movement and then stop. It's relatively easy to do this with dissolvable material as some members have pointed out, but that's an added inconvenience that I'd hope will be removed at some point.

Took me a while myself to understand that 'directional' triggers are the way to go. This is definitely something that should be looked upon by MM.
2008-11-07 22:33:00

Author:
Linque
Posts: 607


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