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#1

Retracting, grabbable stairs - Possible?

Archive: 10 posts


Hi guys,

I want to make a staircase that you pull out to expose each riser (seen in Pipe Dreams, Factory of a Better.....)

I know how to do that but is there anyway of having them retract again? Basically, I want to run up the stairs quickly to reach the top to grab a switch that can only be reached from the top stair. Oh, and I need this to be possible over & over again (in case you fail to grab the switch the first time).

Any advice would be great

Rae
2011-02-14 16:09:00

Author:
Rae
Posts: 18


Sounds like all you need is a timer and a mover on the bottom stair. You pull it out, have a tag on the bottom stair trigger a tag sensor and starts the timer starts, then when the timer reaches the end, it moves the bottom stair which will retract all the others. Once it gets retracted, another tag/tag sensor resets the timer which will turn back off the mover.

Is that what you wanted?
2011-02-14 16:14:00

Author:
Shanghaidilly
Posts: 153


Sounds like that would be perfect! May I ask where I'd connect the mover to? I'm not really up to speed on those & didn't realise you could use them without a controlinator....2011-02-14 16:19:00

Author:
Rae
Posts: 18


Hook the tag sensor to start the mover to your timer. Set the timer to "Start count up". Connect the output of the timer to the input of the mover. Use a simple mover, and you can tweak the speed and direction on the mover itself. Connect the other tag/sensor which stops the retraction to the reset switch of the timer.2011-02-14 16:31:00

Author:
Shanghaidilly
Posts: 153


There are a lot of ways to do this. It sounds like all you need is a player sensor set to detect all players at the top of the stars. You may want to make a door so that in multiplayer, the faster players have to wait for the slower players and can't just leave them behind. When the sensor detects all players at the top of the stairs, it can trigger the stairs to retract and the door to open at the same time.

The sensor at the top of the stairs could retract the stairs using numerous mechanisms: New LBP2 mechanisms like movers and followers could work pretty well. I'm not too familiar with the mover yet, but you could put followers on the risers and tags for the risers to follow toward a retracted position. The follower would only activate once you're at the top of the stairs, so you could pull the stairs back out if you were going through this section again later. Another option using old LBP1 technology would be pistons. You could set the sensor to pass input to the pistons, and set the pistons to interpret input as direction in/out or direction back/forward, however the game refers to this option. You may need to invert the piston or sensor for the desired effect, and you may need to adjust the strength of the pistons. Setting pistons too strong might make it impossible for a sackperson to pull the stairs out, and setting pistons too weak might fail to retract the stairs once players reach the top. The best option here is probably to use a mover or tag follower on each riser, and a player sensor at the top of the stairs would allow the stairs to retract over and over again without having to complicate things with logic systems.
2011-02-14 16:36:00

Author:
discokrakken
Posts: 108


Thanks for that.

However, it would seem that I DON'T know how to do the stairs! I've built them from basic cardboard and put in notches and posts to aid with moving but I can't get the **** things to move. Tried tweaking material to 0% friction, tried anti-gravity. Any ideas?
2011-02-14 16:47:00

Author:
Rae
Posts: 18


Thanks for that.

However, it would seem that I DON'T know how to do the stairs! I've built them from basic cardboard and put in notches and posts to aid with moving but I can't get the **** things to move. Tried tweaking material to 0% friction, tried anti-gravity. Any ideas?

Are they "glued" to something or each other? If not (you should be able to freely move them around in create mode), then the easiest thing would be to put a antigravity modifier on them and set it to 0% gravity. They'd basically "float" in space and have no weight. Play around with adding a tiny bit of gravity to them to add some realistic friction between them and the ground.
2011-02-14 16:54:00

Author:
Shanghaidilly
Posts: 153


I can move them all freely with the cursor and did sort of have them moving when I had tweaked the friction. Even with this, it took a good grab and several seconds for the stack to start to move. I took off the friction (to see what would happen) and they won't move at all despite all having 0% gravity. My head hurts!2011-02-14 17:27:00

Author:
Rae
Posts: 18


Just for grins, take them apart and set them on the ground (but don't glue them down). Go into play mode and try to move each one individually. If they move, the friction/gravity is ok. You should try and get them each to move individually first, before stacking them together. Do this in an empty moon crater, so once you get them working, then you can capture them as an object and put them in your level.2011-02-14 17:43:00

Author:
Shanghaidilly
Posts: 153


are you using the grid? its perfet for making stairs also the stairs youre talking about in the Pipe Dreams level and in LBP1 have a glass track stuck on the back to aid movement. you can just whack an anti-grav tweaker on the glass track and the stick some glass on the back of each stair so they glide all smooth like 2011-02-14 18:30:00

Author:
Hallm3
Posts: 252


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