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Help Creating Falling Columns

Archive: 14 posts


Hi, here's the senerio.
Sack boy runs and jumps on a still column which then suddenly it starts to tilt to the right falling onto another still column, you jump to the other while it's starting to tilt and you jump to then next , and so on.

For the life of me I can't get it to work, I think I have the basic idea down but engineering it is another story.

I have attached a picture of my sketch so you have an idea. I thought to use pistons that are not stiff to push a column that is attached by a bolt in the bottom middle and give the illussion of falling.BUT when you die I thought to reset all of them using the flipper on the pistons pushing them to the right and down. So it falls slowly and stops at the next one, then the next one falls and stops at the next one, but when you die they all stand straight again (assuming I use the pistons.)

http://db.tt/Krqwkgb

Any help would be great.
2011-05-19 03:17:00

Author:
Unknown User


Here's what I'd do: between the columns, place 0% brightness hologram, with a microchip. Put a player sensor, radius as big as the gap between the columns. Make a second o e, radius maximum. Now, get an and gate, player sensors hooked up to those and gates two inputs. Put the and gate to a counter target one, no reset. Put that to a gyroscope with the angle you want it to tilt, and put another one that is straight up and down. Put a not gate, hooked up to the erect gyroscope, and put the previous and gate to the not gate.

Sorry I used gyros, I hate pistons, and if ya need help, I'll help ya tomorrow
2011-05-19 03:26:00

Author:
Unknown User


Bacicly you want it to tilt when the player is on it and then reset itself.
step1 put wobble bolts where you need them
step 2 conect a impact sencer with player tracker on a microchip
step 3 conect both sencers to an and switch
step 4 conect the and gate to the wobble
step 5 enjoy
2011-05-19 03:42:00

Author:
WESFUN
Posts: 1336


Here's what I'd do: between the columns, place 0% brightness hologram, with a microchip. Put a player sensor, radius as big as the gap between the columns. Make a second o e, radius maximum. Now, get an and gate, player sensors hooked up to those and gates two inputs. Put the and gate to a counter target one, no reset. Put that to a gyroscope with the angle you want it to tilt, and put another one that is straight up and down. Put a not gate, hooked up to the erect gyroscope, and put the previous and gate to the not gate.

Sorry I used gyros, I hate pistons, and if ya need help, I'll help ya tomorrow

Cool beans, I'd like to try and see what happens, friend me.


Bacicly you want it to tilt when the player is on it and then reset itself.
step1 put wobble bolts where you need them
step 2 conect a impact sencer with player tracker on a microchip
step 3 conect both sencers to an and switch
step 4 conect the and gate to the wobble
step 5 enjoy

Wobble bolts would continue to move though, I want it continuous but that the columns wouldn't reset unless you died.
I thought maybe a chip at the beginning checkpoint where the "and" has a "player sensor" and "toggle switched off" and the minimum detection arount the checkpoint so that when you leave it the pistons will be waiting for you to jump on the column and move. I know I'm close but there is steps I'm missing.



Sorry I used gyros, I hate pistons, and if ya need help, I'll help ya tomorrow

what's better about gyros that you like over pistons?
2011-05-19 03:54:00

Author:
Unknown User


I'd use gyros, too. 2-gate selector; channel #1 connected to a gyro pointing straight up, keeping the column straight. Channel #2 to a basic mover (reasonable horizontal speed to the right, low acceleration), moving the column to the right. Make sure the column's base has a bolt. Then, player sensor** to activate channel #2 and a sensor that detects no players (meaning all dead) resets it back to channel #1 again.

** it could be a combination of sensors: like a player sensor + impact sensor hooked to an AND gate, so the (likely) impact of a player will trigger it. Then you can connect that AND gate to an OR and the output of the OR to the selector; in the other input of the OR gate you can put an impact sensor that detects impact with a tag that is on all columns. This will cause that columns will start to topple when they get hit by another column, creating a cascading dominos that you need to jump ahead of.
2011-05-19 12:30:00

Author:
Antikris
Posts: 1340


I'd use gyros, too. 2-gate selector; channel #1 connected to a gyro pointing straight up, keeping the column straight. Channel #2 to a basic mover (reasonable horizontal speed to the right, low acceleration), moving the column to the right. Make sure the column's base has a bolt. Then, player sensor** to activate channel #2 and a sensor that detects no players (meaning all dead) resets it back to channel #1 again.

** it could be a combination of sensors: like a player sensor + impact sensor hooked to an AND gate, so the (likely) impact of a player will trigger it. Then you can connect that AND gate to an OR and the output of the OR to the selector; in the other input of the OR gate you can put an impact sensor that detects impact with a tag that is on all columns. This will cause that columns will start to topple when they get hit by another column, creating a cascading dominos that you need to jump ahead of.

I'm going to try the gyros, it seems as though that would be the better tool. I'm curious as to the pro and cons but that is what "doing" is; to figure it out.
2011-05-19 12:59:00

Author:
Unknown User


Gyros are the way to go, very simple way of doing it and Antikris's suggestion will be great. Though I'd like to add the idea that the columns fall under their own gravity? Is this not what you want, or would you prefer them to move at a uniform speed? To do this you'd only need to have a mover on the first pillar that's active for less than a second to knock it off its axis. If you use standard bolts, so long as the pillars are perfectly upright and the bolt perfectly centered, they should stay put unperterbed. If they don't, try increasing the bolt's strength to do this. Once the first column is set off moving in the correct direction it will cause a chain reaction on the rest.

Even better, scrap the movers all together and make the right side of the first pillar heavier than the left so it will always fall to the right. When you want it to trigger, turn off the gyros and the sequence should flow.
2011-05-19 17:53:00

Author:
Xaif
Posts: 365


Id put dissolve material in the column so that it dissolves then the colun falls.2011-05-19 18:01:00

Author:
craigmond
Posts: 2426


Gyros are the way to go, very simple way of doing it and Antikris's suggestion will be great. Though I'd like to add the idea that the columns fall under their own gravity? Is this not what you want, or would you prefer them to move at a uniform speed? To do this you'd only need to have a mover on the first pillar that's active for less than a second to knock it off its axis. If you use standard bolts, so long as the pillars are perfectly upright and the bolt perfectly centered, they should stay put unperterbed. If they don't, try increasing the bolt's strength to do this. Once the first column is set off moving in the correct direction it will cause a chain reaction on the rest.

Even better, scrap the movers all together and make the right side of the first pillar heavier than the left so it will always fall to the right. When you want it to trigger, turn off the gyros and the sequence should flow.

The only reason I was going to use the piston to push it was so that after death(which im expecting) it would pull it back to place to reset the process after sackboy lands on the first one. Having nothing and allowing lbp gravity to alow it to fall can create random errors.
2011-05-19 18:08:00

Author:
Unknown User


How exactly? The gravity's uniform and so it will accelerate realistically. The problem with movers is that they'll fall at a constant speed and may look a bit odd. There's a level in Eve's Asylum I think where there are columns with a similar setup to yours (the one with the water gun) and they seem to fall under gravity. Anyway, there's plenty of good suggestions from people to test out here.2011-05-19 20:43:00

Author:
Xaif
Posts: 365


How exactly? The gravity's uniform and so it will accelerate realistically. The problem with movers is that they'll fall at a constant speed and may look a bit odd. There's a level in Eve's Asylum I think where there are columns with a similar setup to yours (the one with the water gun) and they seem to fall under gravity. Anyway, there's plenty of good suggestions from people to test out here.

Ill check out that level too. Thanks so much for the help people. Going to try tonight.
2011-05-20 01:14:00

Author:
Unknown User


Come to think of it... a lot of levels in Eve's Asylum have the water gun ha. I believe it's the one with the bugs at the start in the maze like area? Near the end of that level is a set of 4 or 5 columns on fire that you shoot and they topple. Don't quote me on this, but I thought I should add a bit more info as ' that Eve Asylum level with the water gun' is a very broad and vague description. =P2011-05-20 01:49:00

Author:
Xaif
Posts: 365


Here's what I'd do: between the columns, place 0% brightness hologram, with a microchip. Put a player sensor, radius as big as the gap between the columns. Make a second o e, radius maximum. Now, get an and gate, player sensors hooked up to those and gates two inputs. Put the and gate to a counter target one, no reset. Put that to a gyroscope with the angle you want it to tilt, and put another one that is straight up and down. Put a not gate, hooked up to the erect gyroscope, and put the previous and gate to the not gate.

Sorry I used gyros, I hate pistons, and if ya need help, I'll help ya tomorrow

Great instructions everyone, I tried everyone of these and this one worked the best except with one modification, I saw that after it fell it didn't go back to place so what I had to do is connect the NOT GATE to the rest the counter because it just stayed on if I didn't. Also, just removed the counter entirely and connected a output directly to the right movement GYRO and the other to the NOT GATE which goes to the erect position as you said. Why the thought of connecting to a counter? I may be losing the point.

Otherwise perfect man I'm happy as hell. I love the logic, I wish I had more things to practice without losing my mind lol. Now to tweak to make it perfect add cameras....sounds.....stuff..........

I created simple stuff to have a movies play once once you past it but not play again after passing the player toggle over and over.

I really appreciate everyone's input!

Could someone explain the purpose why ilovelogic used two player sensors; one at maximum and one at the radius I would be jumping? Why not find a way to use one player sensor or something? Not complaining just would like to know the thinking/logic behind it. Maybe it would put me into the same kind of thinking.
2011-05-20 03:09:00

Author:
Unknown User


Oh yeah, I don know why I said use a counter, lol I was tired. But you need..... Way you only need one player sensor, cause if it was active, it'd turn the NOT gate off. Again, sorry, I was tired 2011-05-20 03:47:00

Author:
Unknown User


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