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Using lights to signal danger approaching

Archive: 8 posts


In my upcoming level, I have a part where there's plasma over this area that you have to run across, and jumping when the plasma comes on, and continuing to run until you are all the way across. It stays lethal for a couple of seconds and then shuts off. For the player, it would be hard to time it just right without it becoming extremely frustrating. So, I decided to add a light in the center that will turn red when the plasma is coming on. However, I am not able to achieve this goal as I can't seem to figure out the logic. Please help!

Also, I was thinking about using both a red light and green light perhaps to signal that green is safe to run across and when it turns red you need to hurry and jump before you get zapped. Thanks!
2011-09-05 00:29:00

Author:
InfiniteTwilight
Posts: 159


The simplest approach is to have both the light and the plasma triggered by a sequencer. If the sequencer is on the material that becomes plasmified, you can place a danger tweaker on it, extend the tweaker to cover the desired duration, and then add a battery that starts just before the danger tweaker. Connect the battery to the light and you're ready. The sequencer will start the light and plasma in order and turn them both off after the arranged duration. With the sequencer set to loop this can continue forever very easily.

If you decide to have another light to show when it's safe, you can hook that up to the same battery through a NOT gate to have it on whenever the other light is off. Please consider using blue instead of green, though, as red and green are difficult to distinguish for some players.
2011-09-05 00:56:00

Author:
Uncuddly
Posts: 237


Thanks so much! I'm going to give this a go later. I will definitely consider the blue light as well. Thanks again!2011-09-05 01:35:00

Author:
InfiniteTwilight
Posts: 159


Why not try a traffic light style signal?
2011-09-05 02:07:00

Author:
standby250
Posts: 1113


If the plasma on/off cycle is consistent, you might not need the light, however it does sound cool. I assume you've done plenty of testing? If the frustration is only a worry and not a proven issue, ask some testers to take a shot at it (friends but more importantly casual strangers). You might find they work it out easy enough, and that the problem isn't knowing how it works (hazards on repeating cycles are pretty self-evident) but the difficulty itself. Sometimes we fall in love with an obstacle and build on top of it with warnings or explanations which may make it clearer, but no easier -- and the frustration is that they know what to do but can't do it regardless, which is a different kind of frustration from not knowing what's going on.2011-09-05 02:50:00

Author:
Unknown User


Here's something off the top of my head. It may need some tweaking, but should work.

You will need:
3 timers
1 counter set to count to 1
neon material set with red for ON, and green for OFF that will serve as your light

Place your counter down and attach that to your neon, and to one of the timers. This timer will be the delay between the light turning red and the danger activating, so set the timing accordingly. Set the timer to on/off in the settings. Attach the output of the timer to your plasma tweaker and a second timer.

This second timer is the running time for your danger. Set it to on/off as well. It should feed out to the reset port of your counter and timer 1, and its own reset. It should also go out to counter 3.

Counter 3 will act as the "off" time for your plasma. Set it to Start Count Up, and attach its output to the input of your counter and its own reset.

Now, you may have to set the current count on your counter to 1 to get it all started.

What will happen.


Counter goes to 1 triggering the red light to come on. It also triggers the timer to allow a delay before activating your plasma.
Timer 1 reached its top and triggers the plasma. It also triggers timer 2 so that it can control the duration that the plasma is active.
Timer 2 reaches its end and resets both the counter and Timer one. This turns off both the plasma, and makes your neon green again. It also resets itself and triggers timer 3.
Timer 3 activates to control the "green" period of your plasma. When it reaches its max, it resets itself, and activates the counter starting the cycle all over again.


It may take a little tweaking, but this should serve as a good starting point.

EDIT-uncuddly, neat approach, and VERY good point about the red/green issue. I hadn't thought of that.
2011-09-05 05:33:00

Author:
tdarb
Posts: 689


Ooh, that's a good idea, standby250! I might try that. @arbiekko I'm pretty sure it'll frustrate people like crazy lol but I will bring others in for testing to get another perspective. Thanks everyone!2011-09-05 05:33:00

Author:
InfiniteTwilight
Posts: 159


Uncuddly, it worked perfectly! Thanks so much! Also, to tdarb, I'm going to give this a try as well, just to see how things turn out. 2011-09-06 00:09:00

Author:
InfiniteTwilight
Posts: 159


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