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How to Make a Pistonless Elevator Door?

Archive: 5 posts


So I was making an elevator. It has anti-gravity logic because I want it a futuristic style. I placed a door, then attached pistons. Then when I tested the dampening of the anti-grav, it suddenly moved down. So I put the anti-gravity things on the doors to keep them anti-gravity with the elevator.

That's when I found out...It's not the doors, it's the PISTONS themselves! I tried putting the anti-gravity chip on the pistons, but it still wouldn't work! Why would a piston have weight when it's just a connection?

So how do I make a pistonless anti-gravity operated elevator?
2011-07-11 03:38:00

Author:
Unknown User


You should use followers set to follow tags, the followers being on the elevator doors and the tags on the actual elevator in both open & closed positions. You could use 2 sets of different tags, 1 set for each door. I'd recommend putting the tags on some holo, so you can get an exact fit. Put one set of tags on the holo, far enough apart so the door can follow the tags and open & close easily. Make 2 sets of this, each set of tags set to different colors or names. Then, connect a selector set to only 2 outputs, one for open and the other for closed. Connect the output you want for "closed" to the tags closest to the center, then the other output on the tags on the outside. If you wired it right, the doors should follow the inner set of tags, then follow the outside tags when the selector is changed. The left door tags should be the same, with the corresponding tagged follower, and the right door tags should be different from the left door tags but the same as each other as well as the tag follower on the door. For maximum effectiveness, set the followers to full strength and add a maximum strength gyroscope to both of the doors so they won't rotate if bumped into. Regardless of the state of the selector, the doors will follow the elevator (as long as it can match its speed). You can set whatever you want to trigger the doors by connecting them to the selector. Hope this helps2011-07-11 05:03:00

Author:
Shuriken_Star
Posts: 114


I would just put a controlinator with an advanced mover, and a sackbot with recordings to move it, then you can make the controlinator invisible.2011-07-11 05:35:00

Author:
fly_4_a_jedi
Posts: 151


I have a working model of something like this. I'd tell you to drop by one of my levels featuring it, but it doesn't work in reverse...2011-07-11 05:41:00

Author:
LBNinja
Posts: 204


Cool! Was there any way to make one in LBP 1? 2011-07-11 20:09:00

Author:
Malamo999
Posts: 107


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