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Timing a one-way piston and Destroyer
Archive: 3 posts
NOTE: I meant the title to say single-cycle instead of one-way. Here's an idea I'm trying to work out for a brief cutscene: Sackboy walks into a room, the door locks behind him, and he sees a giant, charged-up death ray in front of him about to fire. Cut to the back of the ray, where a fist and arm launch into view and hit a button on the back that causes it to self-destruct. The arm retreats back off-screen and vanishes. I have the arm set up to a piston, and while I know the precise distance it needs to hit the button and go back, I can't figure out how switches on pistons work. I want one complete cycle starting with it close to the piston, then going out, coming back, and vanishing- but I need to make sure the piston doesn't move until a certain point, and I'm wondering if I need to pause the game when the piston is all the way back and set things up from there, or if there's a simpler solution. Obviously a sequencer with on/off toggles is necessary for the piston, but how do I activate a Destroyer at a certain point on the arm after it goes offscreen at a certain point? Do toggles work on that, too? | 2011-10-17 20:30:00 Author: Behonkiss Posts: 229 |
Well, if you're using a sequencer for your cut-scene, simply put a battery on it wired to your piston at the precise moment along the sequencer's timeline at which you want the arm to move. Tweak the piston to be single cycle, or even just on/off. If it's set to on/off, you'll need to increase the length of your battery on your sequencer to reflect the length of time it takes for one full cycle. If you want the arm to destroy at the end, put a destroyer on the arm and activate it with a battery placed on the sequencer, after the animation is complete. http://i56.tinypic.com/2eyantu.jpg The first battery is wired into the piston, set to input: "Single Cycle". The second battery is wired into the destroyer on the cardboard box (arm). You can slap cameras on the sequencer however you like. The Toggle is wired into the sequencer just to I can tweak it and turn it on. Replace the toggle with whatever activates your cut-scene. That should do it. Let me know if you don't understand something. | 2011-10-17 20:44:00 Author: xero Posts: 2419 |
....I'm wondering if I need to pause the game when the piston is all the way back and set things up from there, or if there's a simpler solution. Might be better to use an event-based system, rather than a timed system, then it's easy to adjust the times later. Use a Selector to keep track of the state of the system, and some simple combinational logic to do the state changes. Assuming you start in state 1 (i.e. selector port #1 activated) then something like... if (state 1 AND player sensor) activate state 2 if (state 2) extend piston using directional mode if (state 2 AND button pressed) activate state 3 if (state 3) retract piston using directional mode if (state 3 AND piston fully retracted) activate state 4 if (state 4) trigger destroyer To detect when the piston is fully retracted, use a tag/sensor pair. To control the piston, just feed selector output #2 into the piston, and set to directional mode. You may need to invert the piston if it's 'round the wrong way. | 2011-10-17 21:34:00 Author: Aya042 Posts: 2870 |
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