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Start / 180 degree rotation / Stop

Archive: 8 posts


Does anybody know of a clean and easy way of getting a piece of material to rotate 180 degrees (on a central point, kind of like a fan) and then stop permanently?

I'm aware of all the old methods, with using emittable tags, etc, but those methods are far from clean-cut, and I was wondering if there is an easy way of applying logic instead.

So far, I've been able to apply a timer to get it to work, but it's a bit tricky with the sensor side of things. The sensor has to remain active for the timer to reach max, and if the sensor is then triggered a second time, the rotation starts again (which I don't want to happen).

Thanks!
2011-02-11 16:24:00

Author:
Wayward
Posts: 120


For those situations, I just toggle a sideways-aiming gyroscope.
One gyroscope for the start point, a second for the end point - both wired to either a Selector, or a Perma (counter set to 1) and a Not.
Hopefully that'll do the trick!
2011-02-11 16:30:00

Author:
Unknown User


For those situations, I just toggle a sideways-aiming gyroscope.
One gyroscope for the start point, a second for the end point - both wired to either a Selector, or a Perma (counter set to 1) and a Not.
Hopefully that'll do the trick!

Brilliant! Thanks a lot bud.

I have a question about the Gyroscopes. When rotating them (in order to set the desired direction), they don't seem to snap to the grid. Is there no way of having them accurately snap to point? I want one of the gyroscopes to face precisely downwards, with no room for error.
2011-02-11 16:55:00

Author:
Wayward
Posts: 120


possibly use the angle snap set to 90 degrees? then have the gyro set to (360/180/90?) with maxed out strength and speed.

I always use the angle snap (pause screen in create mode, under grid size option.) for precise stuff. Annoying it only goes as low as 5 though
2011-02-11 17:09:00

Author:
Epicurean Dreamer
Posts: 224


possibly use the angle snap set to 90 degrees? then have the gyro set to (360/180/90?) with maxed out strength and speed.

I always use the angle snap (pause screen in create mode, under grid size option.) for precise stuff. Annoying it only goes as low as 5 though

I wasn't even aware that the angle snap affects logic buttons. Thanks!
2011-02-11 17:27:00

Author:
Wayward
Posts: 120


Brilliant! Thanks a lot bud.

I have a question about the Gyroscopes. When rotating them (in order to set the desired direction), they don't seem to snap to the grid. Is there no way of having them accurately snap to point? I want one of the gyroscopes to face precisely downwards, with no room for error.

One way that you can rotate the Gyroscope is to put it onto a block of material, set the rotation snap value in the Start Menu for the amount of degrees per grid snap, rotate the block to your desired rotation then pull the Gyroscope off and put it onto whatever circuit board or material it should be on.

You mentioned that the old methods weren't too good but you didn't mention the wobble bolt which does work good for these all-one-way-or-the-other situations.

Set the wobble bolt to have 180 degree rotation with the rest of the values set correctly. Set the wobble bolt to the min/max input type and set up a permanent switch to trigger it. Now when the permanent switch is off the wobble bolt is at min rotation, then rotates around to max rotation once you activate the perm switch.
2011-02-11 17:47:00

Author:
Trindall
Posts: 297


In case the game's own mechanics to turn objects to a certain angle don't work for you, you may wanna check out my angle tool. It is an object you can pick up in one of my LBP1 levels.2011-02-11 17:57:00

Author:
Antikris
Posts: 1340


I'm aware of all the old methods, with using emittable tags, etc...

To me, the "old method" would be Wobble Bolt set to directional. What's wrong with that?
2011-02-11 22:50:00

Author:
Aya042
Posts: 2870


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