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Multi-floor elevator with controls

Archive: 3 posts


Let me start by giving a huge thanks to DEFCON01 who?s Youtube video showed me how to build the original elevator in LBP1. Without that start, this would not be possible.

Really, all I did was translate that design into something using the LBP2 tools. With the new tools I was able to create a design that only involved one moving part, the piston that raises and lowers the elevator car. Everything needed to make this elevator control fits neatly on a single microchip.

http://i1199.photobucket.com/albums/aa478/commtoad/multi-floorelevatormicrochip.jpg

You might recognize some of this design from my previous post about elevator logic. I just added 2 AND gates, 2 timers, a directional combiner, and a sound object.

Starting on the left edge are the tag sensors. The blue one activates if the elevator is at the top floor, the purple one activates if the elevator is at the bottom floor, and the green one for all floors in between. In this picture, the purple one is activated. You can see that the NOT gate?s output is off, therefore the first AND switch cannot close and complete the circuit to move the elevator down. The blue one is not activated, so it's NOT gate output is on and the first AND gate is awaiting input from the elevator?s ?up? grabswitch to close the circuit and move the elevator up.

In the center is an OR switch with input from all of the tag sensors. When one of the three sensors activates, it sends a signal to the reset switch of both timers. This sets the current value of both to 0, and starts a 2-second interval where the output from both timers is turned off. This turns off the input to the second set of AND gates which cuts off the signal to the elevator?s piston. This stops the car long enough for the player to let go of the switch and exit the elevator car. This time can be adjusted by tweaking the settings of the timers. The other function of the OR gate is to trigger the sound object which makes a nice elevator ?ding? tone.

The last element here is the directional combiner. The up grabswitch is connected to the positive input, and the down grabswitch is connected to the negative input. The ?Input Action? on the piston is set to Forwards/Backwards, which gives the up and down movement based on which grabswitch is used.
2011-08-14 14:38:00

Author:
CommToad
Posts: 82


Good job, all I would've done is add a player(or tag if using sackbot) sensor and connected it to a piston 2011-08-15 23:57:00

Author:
zzmorg82
Posts: 948


Good job, all I would've done is add a player(or tag if using sackbot) sensor and connected it to a piston

That's what all of my elevators are like in my first level. This way I can setup an elevator that can go up or down to a hidden area that might have some score and prize bubbles. Also, if I even get the time, I think I can use this as the basis for building an elevtor call button. That way the elevator car can come to wherever the player is.
2011-08-16 03:24:00

Author:
CommToad
Posts: 82


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