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Timed Door Help

Archive: 4 posts


Ok something simple seems to be eluding me... I want to make a door that when activated by a switch opens instantly, but only stays open for a set time - say 10 seconds - then the whole system resets...

It should be easy... but its eluding me right now... will probably facepalm myself when I see the answer/solution...

any ideas?

Just realized that in my frustration I may not have fully explained - I have have the door built and can open and close it just fine.. but my problem comes in the delay and reset...
Mechanical methods (using the pause feature on a piston for instance) dont seem to work because it pauses in BOTH positions... I simply want a pause in the open position to give the player a set amout of time to make it through before they have to try again.. but I want the door to open as soon as it is triggered...

I cant figure this one out from a logic/mover standpoint either...
2012-01-20 02:12:00

Author:
Unknown User


Well, from memory i believe the easiest solution, either, piston or mover will be to use a sequencer.
As long as you are able to open and close it then you possibly know the fundamentals of using them both, so why not use a sequencer 10 secs+ long and put a battery(or mover) 10 secs long that will keep the door open about 10 secs?
I reckon should be a more elegant and electronish method using timers and/or selectors or anything but why bother.
2012-01-20 08:26:00

Author:
zupaton
Posts: 167


Step 1: Counter (Set to 1), linked directly up to the door. So when this switch is on, the door opens.
Step 2: Timer - (Set to 10 Seconds / Whatever time you want, on "Count up" setting) Connect the counter output (above) to the input of the timer.
Step 3: Set the output of the timer to the reset of the counter.

Now, when the counter is activated, the door will open. However, the counter will also activate the timer, which will reset the door after 10 Seconds - or whatever time you want it to be.

Simply put whatever external switch you're using into the input of the counter.

Job Done!

2012-01-20 11:47:00

Author:
standby250
Posts: 1113


Actually, you just need a timer set to count down, 10 seconds. Set the piston to forward-backward.
When you activate the timer, it will be instantly filled and will output 1 untill it's empty, then it will output 0.

Here's an interesting thing to know : in LBP2, there are 2 signals in every single wire. Digital, either -1, 0 or +1. Analogue, from -100% to 100%. Both are always transmitted, but depending on the type of input, it won't use the same value. Usually, the only input type which uses the analogue value is "variable speed/light". Forward-backward doesn't use the analogue signal, so you can use only a timer, no counter needed.

Sorry if I don't use the good names for modes though, I play in french.
2012-01-21 00:09:00

Author:
Unknown User


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