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Help resetting pistons to original postion (+images)

Archive: 16 posts


I've trying really hard to finish off my 1st level and I've been stuck on this all day. I have a set of pillars that go up and down and the player has to find the switch to open a door on the other side and reset the pillars back to it's original starting position here:

http://farm6.static.flickr.com/5036/5833940310_6ab629082f_z.jpg (http://www.flickr.com/photos/littlebigdes/5833940310/)

The problem I have is that when the player activates the switch it merely stops it at its current position, which could be any position between it going up or down. I've tried toggles and other logic wired up to the pistons but it just deletes the current wire from the player sensor that triggers it to start in the first place.

http://farm4.static.flickr.com/3635/5833430419_5551deca36_z.jpg (http://www.flickr.com/photos/littlebigdes/5833430419/)

As you can see they stop at different positions in the image above. When pillars, 1, 3 and 5 are up, pillars 2 and 4 are down and visa versa.

Summary: What I'm trying to do is once the player activates a switch to open a door (on the other side of the pillars to the right below) it also resets the pistons back to their original height in the 1st image.



I have a head ache (may be it's too much sun)
2011-06-14 21:45:00

Author:
LittleBigDes
Posts: 920


Are the pistons crucial to the design of the level? The reason I ask is because I think this would be easier to do with followers and tags. Just put a set of tags above and below each pillar (each with their own lable), then have a selector switch between the followers as needed.2011-06-14 22:04:00

Author:
KnutsoPX
Posts: 116


So... Your blocks are to move up and down, in an effort to squish Sackpeople, and once the switch on the right in activated, they stop being a threat and just sit up top?
I think this is a shortened version of what you're getting at, amirite?

There are a couple of ways you could do this, the easiest way that springs to my mind would be, scrap your pistons, and just use Follower Movers, following Tags. Put them on the blocks, sideways, and then un-tick the 'Allow up/down movement' option.
Use a Sequencer to get your 2 Follower Movers alternating at the right pace, and have the Sequencer placed inside a Microchip so it can be switched on/off. Once the right hand side switch is on, have the Microchips on each block turn off, and activate another Follower Mover permanently, to keep the blocks in their uppermost position.


Hmmm... Yes. I did this entirely in my head, but I'm pretty sure this should work. I'll give it a go myself and make sure this post is accurate.
If I'm unclear, say so and I'll try to go over some stuff. Or perhaps, post my own pics of the setup I'd use.
Hope this helps you.
2011-06-14 22:13:00

Author:
Ostler5000
Posts: 1017


Yeap you're right Ostler.
...OK that sounds complicated, followers, sequencers, movers, tags and possibly a selector. It's getting late here in the UK so I'll have to try this out another day. But pictures would definitely help me in the right direction. :blush:

My squishing sackpeople with the pillars isn't terribly original but it's still fun. It's already been through 2 re-designs. The pillars also make the design of my level look ugly and unprofessional when they stop midway.

I'll let you know how I get on.
2011-06-14 23:03:00

Author:
LittleBigDes
Posts: 920


If you want to do this with pistons, set the pistons to forwards/backwards, and feed each with a direction combiner. Then you can power the + side to extend a piston, and power the - side to retract it.2011-06-14 23:19:00

Author:
Brannayen
Posts: 438


It's really not as hard as it sounds.

http://ie.lbp.me/img/ft/d9e769a9e5549b490c885a2ed98735d0ae97353d.jpg
OK, so, what you see here, is a button on the right, wired into a Counter within the Microchip. (I copied my block 3 times, but they're all identicle.)
The Counter is set to 1, so it acts like a permanent switch.
When the Counter is at 0, the Sequencer and the Movers it's wired to give you the up/down movement, and when it's at 1, it switches on another Mover. The Movers are following the labelled Tags on the left. Because I unticked 'Allow up down movement', the horizontal position of the Tags is irrelevent.

In order to get each block moving with separate timing, just push Square at some point in the Sequencers timeline.

Merry Christmas.
Oh, and for 'late in the UK' it's only 11pm. The night is young! I could sit up till 4am lost in this stuff. Haha.
2011-06-14 23:21:00

Author:
Ostler5000
Posts: 1017


If you want to do this with pistons, set the pistons to forwards/backwards, and feed each with a direction combiner. Then you can power the + side to extend a piston, and power the - side to retract it.

I would never have thought of using a direction combiner. I may give this a go for something else. Thanks.
2011-06-15 00:53:00

Author:
LittleBigDes
Posts: 920


...Merry Christmas.
Oh, and for 'late in the UK' it's only 11pm. The night is young! I could sit up till 4am lost in this stuff. Haha.

11pm is still early for me but I'm a bizy girl. Got to put new bed sheets on, do the washing, feed the cats etc and it's almost 1am and get up for work. But I always seem to loose track of time. So to keep my partner sane and tolerate my PS3/LBP addiction I have a strict cut off time and only do hours on end for 2 days of the week rather then all week. (Yes I used to be that bad and take over the living room).Then do little bits in between.

Anyway more on point your image/description is extremely helpful especially with the way its been combined with another microchip with a sequencer. It's makes much more sense now. I'll give this a go and post back.


UPDATE: Although I'm not sure what you mean by 'In order to get each block moving with separate timing, just push Square at some point in the Sequencers timeline.' I'm guessing you mean to stop the play back line that moves across the sequencer strip then move or extend the battery according to the timing I need.

By the way I still think your Fluffination level is way under-played then it should be
2011-06-15 01:03:00

Author:
LittleBigDes
Posts: 920


UPDATE: Although I'm not sure what you mean by 'In order to get each block moving with separate timing, just push Square at some point in the Sequencers timeline.' I'm guessing you mean to stop the play back line that moves across the sequencer strip then move or extend the battery according to the timing I need.

No, no. Moving the batteries would be really overcomplicating it. I usually build in pause mode, and have my playback lines sitting stationary the entire time. Assuming you do the same thing, you could alter the lines location on each block to delay, or give certain blocks a head start.


By the way I still think your Fluffination level is way under-played then it should be

Haha, thanks. But TBH, it's most of my other levels that bother me. Tis' actually almost a little disheartening when my time-killer project, Fluffination, gets more reaction than the things that take me weeks/months. Meh, whatever. I hope you have better luck than I do.
In saying this, I've been spotlighted and reached my target of 300 plays a couple of times, so I can't complain.
2011-06-15 02:21:00

Author:
Ostler5000
Posts: 1017


Hi Ostler, I'm feeling really dumb, what am I doing wrong? Every time I un-pause it to test, my block just falls to the ground.

UPDATE: I've been trying the tags and the direction combiner way as mentioned above. May be I'm just tired but I haven't got it working so far. Would you like to join me in create to do this? Ostler, Brannayen may be? I'm creative but not good with logic as you can see.
2011-06-15 22:18:00

Author:
LittleBigDes
Posts: 920


Yeah, alright. Drop me a responce on here if you're online just now, or at any point tonight, and I'll switch the PS3 on and take a look.
I'd keep the Grillstation on and wait for a responce there, but for whatever reason, I'm unable to have my Grillstation and Laptop connected to my router at the same time. :/
2011-06-15 23:52:00

Author:
Ostler5000
Posts: 1017


Great, but I'm off to bed now but I'll be on after 9.30/10pm tomorrow as I'm working late if you're about. So drop me a friend request on the PSN to LittleBigDes or look out for my friend request. Just to prove I've been tinkering here's a shot:

35007
2011-06-16 00:04:00

Author:
LittleBigDes
Posts: 920


Tomorrow is good. But keep in mind I might miss Ideal if I'm doing this, so you had better feel priveledged. lol

TBH, I'm looking over your screenshot and I can't see any obvious issues. So long as your Movers have the strength to hold up the block, their radius's are large enough to cover the range needed to reach the Tags, and the Tags are labelled the same way the Movers are, this should be working.
2011-06-16 00:11:00

Author:
Ostler5000
Posts: 1017


Same here, it should be working. I've tried different radius settings right down to zero to see if anything happens. May be it's my labelling but I changed them around to trouble shot it. If tomorrow isn't good for you let me know I'll be on my PS3 on other days.

Thanks. Yes I feel privileged :blush: (runs off and hides)
2011-06-16 00:20:00

Author:
LittleBigDes
Posts: 920


Haha, no, I was kidding. Tomorrow is definitely fine.
Strange that you say the 3 things I mentioned were all correctly set up.

Been thinking over the other fellows suggestion, aswell, BTW. Although his should also work, I do believe Movers are far more... Flexible and allow for more precise control over exactly what you want.
Also, the Combiner makes it slightly more straightforward to get the up/down motion, but more awkward to reset the block to a specific position.
2011-06-16 00:33:00

Author:
Ostler5000
Posts: 1017


Just as I thought it was the labelling of my tags. Thanks for coming over to my pod and going over and debugging my logic. It was a great help. Also had a lot of fun playing a few of your levels too. My virtual non-existant cheque is on it's way to you.



Here's a shot of us together.
:blush:

http://www.lbpcentral.com/forums/attachment.php?attachmentid=35047

Later I will post the images of the logic used and explain them for those that are interested or may have the same problem.
2011-06-17 12:58:00

Author:
LittleBigDes
Posts: 920


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