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#1

Using a mover instead of a piston

Archive: 22 posts


So to make moving (lef/right) platforms in LPB1 we used pistons... How do I use a simple (or advanced) mover using new techniques? When I use a mover it just moves in one direction, how do I get it to move back and forth between two fixed points?2011-01-30 18:12:00

Author:
wizaerd
Posts: 159


Using a piston would be quicker, that's why their still there. Just because there are new tools in LBP2, doesn't mean you have to use them.2011-01-30 19:01:00

Author:
RibShark
Posts: 83


So to make moving (lef/right) platforms in LPB1 we used pistons... How do I use a simple (or advanced) mover using new techniques? When I use a mover it just moves in one direction, how do I get it to move back and forth between two fixed points?

Use [somethingsomething*] with tags and a tagsenser that'll change the direction of the platform.
You could also set a Sackbot in a Controllinator to control the platforms, I guess. It'd be more economic if you would string a few platforms together though.

* Not sure what. Personally, I'd just use a piston, but just fiddle around for yourself. The tags should work, though, assuming you know what to hook them up to.

EDIT: Brain fart. Use two Movers. Have tag sensors activate one when the platform reaches a certain point, turning it's direction around.

EDIT AGAIN: Should this even be in "Tutorials"? Wouldn't this better go in "Help!" ?
2011-01-30 19:23:00

Author:
Melfice
Posts: 269


I think it is still best to use pistons, and make them invisible, the movers are best used if there is no need to be in a fixed posistion2011-01-30 19:31:00

Author:
PerfectlyDarkTails
Posts: 269


I know I can still use pistons, just learning and experienting with the tools, to learn where and how to make the best use of them. I dont necessarily agree that using the latest tool for a goal is always the best approach, especially since pistons are easy to set up. Just trying to expand my knowledge...2011-01-30 19:38:00

Author:
wizaerd
Posts: 159


You could try using a sequencer, just add two batteries to the sequencer with normal movers (movers not in the sequencer, just the batteries) Put the movers to say, 5.00 and -5.00 on the left/right option (just an example) and the acceleration and deceleration need to be the same, now link the two batteries to the movers and viola! just tweak the sequencer to whatever time you want it to move at and you should be sorted. Oh, and you might want to make it loop, of course! Hope I explained that clearly enough :S2011-01-30 20:04:00

Author:
Unknown User


As soon as I saw this thread I dedided to whip one up and here's what I got. First Copy my Logic.
http://i8.lbp.me/img/ft/5a809b39ee128b5569325bc9b5c6078c70c906bf.jpg
(Those are Timers BTW)

Now Set your Gyro's strength to 100%
For your Movers set your speed to whatever you want and change the strength and deceleration to 100%
For the timers Set them to whatever time span you want, but make sure to offset the current time of one to make the timers go on an endless loop
Now Just put this on a Microchip, slap it on to your platform and your done!
Hope this helped!
2011-01-30 21:13:00

Author:
Pontihog
Posts: 22


Oh and with the movers, when you set one's speed, make sure the other one is the exact opposite of your first one.2011-01-30 21:19:00

Author:
Pontihog
Posts: 22


It's neat to see all the solutions here!

to simulate a piston like movement I would use:

1 timer with its output run back into its own reset.
1 advanced mover
1 toggle switch
1 not gate
1 direction combiner

set out the timer and run it out to a toggle switch so that every time it triggers it will switch the toggle.
Run two outputs from the toggle switch. One should go to the NOT gate, and the other to one input of the direction combiner.
Run the NOT gate out to the direction combiner.
Run the output of the direction combiner to the input on your mover.

When the timer triggers it will flip the toggle and reset itself. when the toggle is ON the signal passes through to one pole of the combiner making the mover go in one direction. When the toggle switch is OFF, the signal passes through the NOT gate reversing the direction on the mover. You can adjust the timer interval and the speed of the mover to get the movement you want.

Just remember to adjust your deceleration speed on your mover and dampening on your anti gravity
2011-01-30 21:34:00

Author:
tdarb
Posts: 689


http://i8.lbp.me/img/ft/5a809b39ee128b5569325bc9b5c6078c70c906bf.jpg

I really like the symmetry of this circuit. You can almost tell what it does just by its shape. I'm gonna have to make that and save it for later just in case.

Just for additional fun...
If you use a direction combiner and an advanced mover, you only have one speed to deal with. You could also run your timer inputs through AND gates, then to the timer. Input one counter into both AND gates as well. Now set the timer inputs to speed scale, and you can use the counter to adjust both their speeds with one setting.
2011-01-30 22:08:00

Author:
tdarb
Posts: 689


after experimenting with movers and timers i have to say there are some issues with this method...
it doesnt seem to time out exactly right and if you leave it for a while it might move slightly (or not so slightly) from its original position.
Another method ive been using instead (and also because it is a lot more flexible is to use a timer set to cycle a selector.
have that selector hooked to a bunch of tags all with the same name.
Put a follower on your platform set to follow the tag.
When the timer cycles the selector, the platform will move to the next "waypoint tag"
I use this method to move a MASSIVE airship around my level (through 28 waypoints) and it works like a charm.
I also use it for a lot of smaller platforms but omg is that airship epic.
just be sure to tweak the strength and speed to make sure you get a smooth flight.
2011-01-30 22:09:00

Author:
Deftmute
Posts: 730


Strangly, this is similar to one of the first circuits I've tried to make. I've got a ball rolling right, dropping down a level, then rolling left and dropping down again ... (could probably be used in with a bit of a tweak to produce a Space Invaders type game).

So on my ball is a circuit with a tag sensor going into the cycle input of a two-way selector, separate from this, there is also a battery. Next to the selector is two AND switches which each take an input from the battery and one of the outputs from the selector. The two AND switches lead into two movers, one set to 5, the other to -5.

I've placed a tag on the floor, roughly where the ball lands, this way as it's landing the ball changes direction.

This could be extended allow multiple platforms to change directions from the same tag (if they were above each other or next to each other with the tag in the middle and a separate tag on the opposite side of platform, wherever you want it to stop and turn back)
2011-02-01 02:01:00

Author:
A_Dreaming_Sheep
Posts: 6


after experimenting with movers and timers i have to say there are some issues with this method...
it doesnt seem to time out exactly right and if you leave it for a while it might move slightly (or not so slightly) from its original position.


Is there are a way so you can get an object to move back in forth mid air without it moving from the original position, without using external influences such as tags i.e all logic on the object/microchip??

i want my level to have lots of little monsters and they are moving slowly away from their original point.
Tried two movers with +X and -X on timers, sequencers and selectors. All methods caused the creatures to err off their path.
I want it so that i don't need any external indluences i.e waypoint tags or the equivalent of creature navigators, because there will be alot of these little monsters
2012-01-30 10:02:00

Author:
MegaBlob
Posts: 291


The mover logic displayed here is good and all, but I'd use the following instead: two followers chasing unique tags, toggled between using a 2-gate selector; you can either use a timer wired to the selector's cycle input, or, more effectively, two short range tag sensors wired to the selector's inputs. This system is easy, efficient and highly extensible if you'd wish to make a platform move to three or more locations.

The use of followers will also make diagonal movement easy as pie. You even don't need to use unique tag sets for every platform; just use 'platformLoc1', 'platformLoc2', etcetera; the follower will move to the nearest tag it is associated with, so all that needs to happen here is that tag sets of platforms are not too near to those of another platform.

Also, don't forget a gyroscope to keep the platform straight and an antigravity tweaker to make it weightless.
2012-01-30 10:16:00

Author:
Antikris
Posts: 1340


Not sure if this will help or what you're getting at but this is what I use in my level:

Movers
http://farm6.staticflickr.com/5094/5497758343_e1d4965bd4_z.jpg (http://www.flickr.com/photos/littlebigdes/5497758343/)


Sequencer:
http://farm6.staticflickr.com/5260/5497805941_04334829b3_z.jpg (http://www.flickr.com/photos/littlebigdes/5497805941/)
2012-01-30 12:25:00

Author:
LittleBigDes
Posts: 920


two exact images...
I'm eager to hear more though
2012-01-30 20:50:00

Author:
MegaBlob
Posts: 291


two exact images...
I'm eager to hear more though

Ooops sorry just updated by previous reply, post number 15, with the correct image under the heading 'sequencer'. Here's the correct image:

http://farm6.staticflickr.com/5260/5497805941_04334829b3_z.jpg (http://www.flickr.com/photos/littlebigdes/5497805941/)
2012-01-30 21:59:00

Author:
LittleBigDes
Posts: 920


Old tutorial thread : https://lbpcentral.lbp-hub.com/index.php?t=58845-Follower-Based-Moving-Platforms
Followers own movers !
2012-01-30 23:26:00

Author:
Unknown User


Not sure if this will help or what you're getting at but this is what I use in my level:

Nice setup. It's somewhat similar to what i was doing.

Does this stop the movers from going off track over time though? what is the point in the 2nd microchip?
2012-01-31 01:35:00

Author:
MegaBlob
Posts: 291


Not sure if this will help or what you're getting at but this is what I use in my level:

Movers
http://farm6.staticflickr.com/5094/5497758343_e1d4965bd4_z.jpg (http://www.flickr.com/photos/littlebigdes/5497758343/)


Sequencer:
http://farm6.staticflickr.com/5260/5497805941_04334829b3_z.jpg (http://www.flickr.com/photos/littlebigdes/5497805941/)

Wow. This is great. Thanks, this even helped me! xD
2012-01-31 01:40:00

Author:
grayspence
Posts: 1990


Nice setup. It's somewhat similar to what i was doing.

Does this stop the movers from going off track over time though? what is the point in the 2nd microchip?

I've not had any problems with my platforms going off track as the timer tells it when to go in another direction. In my 1st level they are emitted and either go downwards, top to bottom or across, left to right then fade away. So the 'track' isn't complicated but I have tinkered with it going diagonal as well as travelling in a square shape and it seemed fine.

The 2nd microchip is there so it follows itself, since there is a tag on it. Then on the other microchip it has a follower that is set to follow that tag so it always stays up and never falls or sinks, along with the gyroscope to help. It's basically following itself at full strength. Come in handy for emitting.


Wow. This is great. Thanks, this even helped me! xD

You can check out my Flickr account and 'in the making' albums as I have a few images of me tinkering with logic and set-ups and what I'm currently working on. In case I change my signature the links here: http://www.flickr.com/photos/littlebigdes/. I also give these platforms away for acing my level. So if you get stuck or don't fully understand it you could always ace my level.
2012-01-31 11:50:00

Author:
LittleBigDes
Posts: 920


MegaBlod has just asked about these platforms going off path, so I thought I'd do another post to explain.

If you find that they are going slightly off path over time, what you have to do is make absolutely sure that the two pieces of hologram are bang in the middle of the platform. Also that both hologram pieces have to be on top of each other one in front the other, lined up the same. This is because one is following the other. So if the 1 peice of hologram is not prefectly lined up it will follow it, catch up and go off path.

It's a bit fiddly but I used the grid and flicked back between the layers, hiding one then the other to make sure they're lined up. Not even all of my hologram pieces on the platforms in my level line up. But because only one is emitted every few seconds, by the time it gets to the other side it's set to dissapear, so does not get a chance to go off path. Therefore it depends on your set-up and circumstances. In my case it was fine, but I eventually went back and edited them to make sure the two hologram peices lined up. It's best to do this to minimise any future bugs.
2012-02-02 10:42:00

Author:
LittleBigDes
Posts: 920


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