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I'm having trouble with Movers on platforms...

Archive: 21 posts


So, I have attached a gyroscope, gravity tweaker, and a battery connected to a sequencer containing 2 movers onto a microchip that I have placed on a platform (piece of wood). I have got it to the point that it moves up and down well and is stable.

However, here is my problem; when I jump onto the platform the weight of my sackboy causes the platform to drop ever so slightly. So after you have jumped on it several times, the platform is significantly off course. Can anyone tell me how I can prevent this from happening?

I have already tried dampening the gravity tweaker up to 99% which doesn't work. And at 100% it just won't move at all.
I also tried putting a tag follower and a tag to no avail.

If you can help me solve this problem, you'll be a new personal hero of mine.

Thank you in advance!
2011-02-26 06:40:00

Author:
Unknown User


what if you used two tags. put one at the top and one at the bottom. Set a follower on your platform set to follow the tags.

Now have a NOT gate connected to one of the tags. Have a toggle that runs to the NOt gate, and to the other tag.

Now, here's the fun bit. attach a tag sensor set to detect two tags to your platform as well, and set the minimum radius to .1 or more. run that tag sensor out to a NOT gate, and then into your toggle.

This should cause the platform to switch direction whenever it reaches a tag.

I'm reasonably sure I overlooked an OR gate in there somewhere, and you may need a couple of ANDs to prevent the toggle from flipping with the wrong sensor going out of range (e.g. flipping to down when it just started going up and you jump on it). That should get you started in the right direction though.
2011-02-26 07:05:00

Author:
tdarb
Posts: 689


Put a invisible holo set with platform logic. Have platform follow hologram.
Or, have an impact sensor with mover set to move up momentarily to counter act weight. You'll have to experiment with time and distance.
Or, use material that can't be moved? Like maybe dark matter?
2011-02-26 16:24:00

Author:
Shadow_Wolf_1987
Posts: 108


If you (presumably) only want it to move between two places, why not just use a piston? It's far easier to set up and offers a lot more flexibility.2011-02-26 16:38:00

Author:
FlipMeister
Posts: 631


What SirAsphalt90 said. Keep it simple. Less heat, more level; less load time, more happy gadders; less debugging, more creating.2011-02-26 17:12:00

Author:
munrock2
Posts: 96


That may work for simple stuff, but what if you have a platform that goes in a square shape? Much more impractical for piston use.2011-02-26 17:20:00

Author:
Shadow_Wolf_1987
Posts: 108


That may work for simple stuff, but what if you have a platform that goes in a square shape? Much more impractical for piston use.

I second this. In my opinion its good practice to learn the new ways of LBP. Your basic connectors are tried and tested to work in specific situations but they have their limitations.

Shadow also knows his shtuff and i secondly second his advice too! Putting your movement logic on a flat piece of holo and setting a tag on it then putting a follower on your platform will stop the platform dropping with sackboys weight.
2011-02-26 17:54:00

Author:
Epicurean Dreamer
Posts: 224


That may work for simple stuff, but what if you have a platform that goes in a square shape? Much more impractical for piston use.

Not Really, you just have to set up a rail with the right timings, its pretty basic stuff
2011-02-26 17:56:00

Author:
Kern
Posts: 5078


ah I love the many ways you can do things...2011-02-26 18:00:00

Author:
Krondelo
Posts: 136


Put a invisible holo set with platform logic. Have platform follow hologram.
Or, have an impact sensor with mover set to move up momentarily to counter act weight. You'll have to experiment with time and distance.
Or, use material that can't be moved? Like maybe dark matter?

This sounds the most likely to work for me. Specifically, having the platform follow a hologram. Idk why, but I completely forgot about how rigid things will be when set to follow something else as opposed to following tags placed on themselves. Shame on me. I knew that trick. Thank you for reminding me Shadow_Wolf. Sometimes we just need someone to point out the obvious.

I'll test out some of everyone's different methods when I get home later tonight and let you guys know what worked best for me.

Thanks to everyone for your quick replies and great suggestions. LBPCentral is the place to be!


Not Really, you just have to set up a rail with the right timings, its pretty basic stuff

Actually, I prefer the setup I have. I find it to be far more simple to adjust the movers on my sequencer to different speeds for up/down and left/right movements to obtain a completely custom path that is not limited in it's direction for my platform to follow. Afterwards, anytime I want to create a different path, I just copy the microchip and change the speeds. No lengthy rail building involved. Ever.

While I agree that the concept of rail guides is simple and may take up less thermo, it's far more time consuming to build and not easily/quickly changeable.
2011-02-26 18:02:00

Author:
Unknown User


Not a problem, glad to help. I'm not the best at logic, but I've been learning quickly enough ^_^2011-02-26 18:17:00

Author:
Shadow_Wolf_1987
Posts: 108


I'm publishing a level later today that has a platform with a completely customizable path, using tags. It doesn't vary course at all. I'll link it when I publish it, and you can check it out.2011-02-26 21:14:00

Author:
Yofig
Posts: 288


Put a invisible holo set with platform logic. Have platform follow hologram.
Or, have an impact sensor with mover set to move up momentarily to counter act weight. You'll have to experiment with time and distance.
Or, use material that can't be moved? Like maybe dark matter?

Okay so for some reason this isn't working for me and I can't figure it out!

I was really happy with the way I set it up, I have a hologram square with logic ( 4 movers, one for up,down,left,and right-Hooked up to 4 tag sensors for each as well) Then I place the corresponding tag wherever I want the platform to move.

I have a tag inside the hologram for the platform to follow, and it does, everything works! BUT the platforms move when I jump on them, they move a lot. Maybe because the platform has an anti-gravity tweak on it so it doesn't fall.

HELP!?
2011-02-26 22:27:00

Author:
Krondelo
Posts: 136


this seems like a pretty boggling situaation... is a photo possible for reference??2011-02-26 22:34:00

Author:
XELLAmunster
Posts: 89


I've published the level. Check it out! I think you'll find that it has a simple solution to your problem.

http://lbp.me/v/yenyqq
2011-02-27 00:16:00

Author:
Yofig
Posts: 288


Followers and tags will allow more precision than movers. They'll be much more tolerant of errors in precision because they're self-correcting. On the other hand if a set of sequenced movers has even the slightest error in precision it will compound the error every cycle.

Instead of a holographic 'guide' on movers, I'd place tags at each turning point on the route and cycle them with a sequencer so that one is always on at a time. You could even experiment with scaling battery power on two tags at a time to generate smooth curves on your path.

If you don't want to mess with your current set up too much, have a stage in the sequencer that uses one tag follower, one tag sensor and one tag. Make the sequencer pause on the follower and don't let it continue until the tag sensor signals that the platform is exactly where you want it (i.e. a detection range of 0.1). That way it will correct itself every cycle. You could knock it off course with an anvil and it would fix itself.
2011-02-27 15:11:00

Author:
munrock2
Posts: 96


Try turning dampening up on anti grav up to 99%. Add a gyroscope to the actual platform at full strength.2011-02-27 15:45:00

Author:
Shadow_Wolf_1987
Posts: 108


Try turning dampening up on anti grav up to 99%. Add a gyroscope to the actual platform at full strength.

If the gyroscope isn't strong enough, use two: one on each end. Use the precision angles option on the start menu and tilt the left gyroscope slightly to the left and the right gyroscope slightly to the right. This reduces the amount of rotation that occurs when sackboy hits the edge of the platform, because the gyroscope on that end is resistant to the turning moment that sackboy induces while also being biased in favour of the appropriate rotation to compensate.
2011-02-27 16:16:00

Author:
munrock2
Posts: 96


Are you movers set to 100% acceleration and deceleration?2011-02-27 17:49:00

Author:
Radishlord
Posts: 706


Okay so for some reason this isn't working for me and I can't figure it out!

I was really happy with the way I set it up, I have a hologram square with logic ( 4 movers, one for up,down,left,and right-Hooked up to 4 tag sensors for each as well) Then I place the corresponding tag wherever I want the platform to move.

I have a tag inside the hologram for the platform to follow, and it does, everything works! BUT the platforms move when I jump on them, they move a lot. Maybe because the platform has an anti-gravity tweak on it so it doesn't fall.

HELP!?

You need to add a gyroscope, onto your platform, set to 100%. That should fix the problem you're having.
2011-02-28 06:20:00

Author:
Unknown User


If you use a selector, it could be annoying if you also want it to go back and forth.2011-02-28 10:51:00

Author:
Devious_Oatmeal
Posts: 1799


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