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#1

I can't seem to make these movers work the way I want.

Archive: 7 posts


Hi there! Hopefully someone can help me out with an issue I'm having.


Okay, I'm trying to make blocks that when you hit them, they bounce up slightly then fall back into position. Here's the logic for it:

http://farm6.static.flickr.com/5171/5437334368_f12cf32d97.jpg

The impact switch is triggered when the player hits the bottom of the block. The second piece is a counter set to 1. That turns on a "start the countdown" timer for .1 seconds, and a mover set to a vertical speed of 5 is activated when the timer's running. When the timer stops, it triggers that NOT gate, which makes a self-resetting counter set to 1 turn on and off rapidly, which starts a second "start the countdown" timer, set to the same length of time and attached to a mover set to a vertical speed of -5. When it runs out, it triggers a NOT gate that resets the initial timer. This keeps the process from setting off more than once until it's totally done, like for instance if you hit the block and then it bumps you when it's falling back down.

The disconnected anti-grav is set to 100% antigrav and 0% dampening. The wired one has 100% dampening, and is set up so that it's active whenever one timer or the other isn't running, so that this is the only possible way the block can be moved. I actually tweaked it slightly since taking this screenshot. The OR switch is gone now, and instead the first counter, the one that gets triggered by the impact sensor, is what's hooked into the NOT gate that controls it.

It all seems pretty solid to me, but for some reason it doesn't work! The block always ends up slightly higher or lower than where it started, usually higher unless the downward mover is WAY stronger than the upward one. No matter how I tweak their speeds or acceleration settings it refuses to work in the way that it seems like it logically should.

any ideas?

Worst-case scenario, I can rig something up with pistons or follower movers, but that strikes me as sloppy! It's just drivin' me nuts here because for the life of me I can't figure out what's causing this to not work properly.

EDIT: Okay, I've solved the problem by setting deceleration to 0% on both of the movers. However, this has introduced a new problem. There's now nothing stopping the block from being moved left and right while it's bouncing. So if you, say, hit it on the corner, it moves laterally. That can't happen!
2011-02-11 22:33:00

Author:
Speed Racer
Posts: 156


Trying to use a direction combiner with an advanced mover (100% acceleration / deceleration) could fix part of the inconsistencies; I tried doing something similar a week ago, and noticed that external forces have a lot more influence than one could think. The solution I found was to use invisible walls as limiters for the movement, with the help of object tweakers to disable the physics sounds2011-02-11 23:27:00

Author:
Shadowheaven
Posts: 378


Worst-case scenario, I can rig something up with pistons or follower movers, but that strikes me as sloppy!

If you can do what you need with a single piston, instead of a mover and ten additional components, that sounds more "elegant" than "sloppy" to me. If your question is effectively "how do I make a mover act like a piston", then I refer you to rtm's response to the same question on another thread...


Can I just point out that this question, unless you've missed out some vital info, is roughly equivalent to the following:


I'm in need of something to go on my toast. I've got some jam, cheese, marmite and bananas. What I really want is jam on toast, so can someone tell me how I can combine cheese, marmite and bananas so that they taste like jam...

Just use a piston. Or just use the jam. I've forgotten which is the actual question....

...but it sounds more like you're just frustrated that your circuit doesn't work, which I cunningly deduced from...


It's just drivin' me nuts here because for the life of me I can't figure out what's causing this to not work properly.

If you really need to "make your own jam", you might have more luck with an Advanced Mover with Acceleration and Deceleration set at 100%, connect a Direction Combiner into the top input, and feed equal pulse lengths into each of the Combiner's inputs in turn.
2011-02-11 23:40:00

Author:
Aya042
Posts: 2870


A piston would work fine and it could very well be what I need to resort to. The reason I don't like it as a solution is because it would involve sticking some invisible material around

though I guess if I really think about it that's not exactly a massive problem. I guess that'll be the route I'll explore when I look at it again.
2011-02-11 23:45:00

Author:
Speed Racer
Posts: 156


A piston would work fine and it could very well be what I need to resort to. The reason I don't like it as a solution is because it would involve sticking some invisible material around

I don't see why. If the blocks always occupy the same position relative to the bounds of the level, then you can anchor them to any static object in the level - doesn't matter how far away. If you don't have any static objects, there's always the floor of the level.
2011-02-11 23:54:00

Author:
Aya042
Posts: 2870


oh the wit!

I remember when i was first getting into lbp logic i spent 3 days rigging up this intricate system of tag senors linked into an overly complicated logic network to keep two pistons open for a set time frame that essentially performed exactly the same function as setting the pistons to directional...

i went very red when i realised what the directional setting did.
2011-02-12 00:33:00

Author:
Epicurean Dreamer
Posts: 224


I don't see why. If the blocks always occupy the same position relative to the bounds of the level, then you can anchor them to any static object in the level - doesn't matter how far away. If you don't have any static objects, there's always the floor of the level.

Well, I'd wanna use some random floating piece if whatever so that the entire mechanism is easily copied and pasted, instead of attaching them all to the floor individually.

Still, really shouldn't be a problem. Tiny piece of hologram 100% dampened, bam. It's just one of those things where you come up with one solution and get that idea so pressed into your mind that alternatives don't occur to you.
2011-02-12 03:11:00

Author:
Speed Racer
Posts: 156


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