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#1

searchlight question

Archive: 16 posts


anyone know how to make them work like act 3 of the metal gear solid pack? cuz when i walk into mine everything activates but right as soon as u walk out it goes off, how do u make it last a little?2008-12-29 22:54:00

Author:
jjdragon
Posts: 257


Can't be done.2008-12-29 22:56:00

Author:
Unknown User


Can't be done.

well the ones on the metal gear levels do, don't they use everything we use to make their levels?(not counting the global switch)
2008-12-29 22:58:00

Author:
jjdragon
Posts: 257


anyone know how to make them work like act 3 of the metal gear solid pack? cuz when i walk into mine everything activates but right as soon as u walk out it goes off, how do u make it last a little?

I'm pretty sure it can be done, seeing as this is LittleBigPlanet.


One thing I must know though, is how the Searchlights work? I have a explanation that might work. I'll just leave it right here, take it if it actually works.



So you'll basically use a permanent switch, only it won't be permanent,

Have a dark matter little box, kind of like a permanent switch template.

After you make that, put an emitter at the top, which will emit a magnetic key attached to some dissolve material, then have something holding it up top, but movable, maybe making a peice of metal, attached to a piston, hold it up. Then when the Searchlight finds Sackboy the metal moves away, releasing the emitted magnetic key attached to the dissolve material go down to the magnetic key switch, which would activate whatever. for a bit.


Now, what I have said so far, would have it constantly doing it's action, forever.

Now this is where you have it so the emitter dissolves this item, have it set to the amount of seconds you want this action to happen after, by setting it's lifetime to X amount of seconds.

Have the emitter set to "Emit 1 at a time" or whatever it's called.

Infinite amount emitted.


The conclusion would be:


It would emit this block, but it would be held up by the metal, once the searchlight does w/e its suppose to do, the metal moves away, allowing it to drop, but moves right back to it's location. Now the key would fall to the switch, causing the action, and after however long you set it to, it would disappear, stopping the action, emitting another one up top, holding it up there, until Sackboy was to enter the Searchlight again.


This would be a constant cycle. I guess this might work, again I don't know how the searchlights work so yeah.
2008-12-29 23:03:00

Author:
Whalio Cappuccino
Posts: 5250


I'm pretty sure it can be done, seeing as this is LittleBigPlanet.


One thing I must know though, is how the Searchlights work? I have a explanation that might work. I'll just leave it right here, take it if it actually works.



So you'll basically use a permanent switch, only it won't be permanent,

Have a dark matter little box, kind of like a permanent switch template.

After you make that, put an emitter at the top, which will emit a magnetic key attached to some dissolve material, then have something holding it up top, but movable, maybe making a peice of metal, attached to a piston, hold it up. Then when the Searchlight finds Sackboy the metal moves away, releasing the emitted magnetic key attached to the dissolve material go down to the magnetic key switch, which would activate whatever. for a bit.


Now, what I have said so far, would have it constantly doing it's action, forever.

Now this is where you have it so the emitter dissolves this item, have it set to the amount of seconds you want this action to happen after, by setting it's lifetime to X amount of seconds.

Have the emitter set to "Emit 1 at a time" or whatever it's called.

Infinite amount emitted.


The conclusion would be:


It would emit this block, but it would be held up by the metal, once the searchlight does w/e its suppose to do, the metal moves away, allowing it to drop, but moves right back to it's location. Now the key would fall to the switch, causing the action, and after however long you set it to, it would disappear, stopping the action, emitting another one up top, holding it up there, until Sackboy was to enter the Searchlight again.


This would be a constant cycle. I guess this might work, again I don't know how the searchlights work so yeah.

sounds like i'd work thanks , the searchlights work just like switches
2008-12-29 23:07:00

Author:
jjdragon
Posts: 257


have a block on dissolve material and under the dissovle material have another block but that block will be attached to a piston that retracts away from it.

the block on top of the dissolve material will have 2 magnetic switchs, the block below thats on a piston will have 2 keys. So when the player triggers the search light it will drop down ontop of the other block activating your gun or w/e.

the second key switch combo will be set to directional and inverted and be connecte to the piston on the block. Make the piston on a pause timer for however long you want. so when it moves back the block falls down.


this would be a one time thing but i thought of another way to make it repeated.

have the dissolve block / top magnetic key block emitted. now the dissolve block will have another magnetic switch on it (MAKE ALL MAG SWITCHES DIFFERENT COLORS) attached to itself.

now instead have the spotlight move another block piston combo of the same color of the dissolve material switch color in range of the dissolve material therefore dissolving it.... maybe put the emitter on the bottom block. and put a big frequency rate.

so when everything is done it should be reset


[Edit]:i think my second solution was pretty much just like whales just like one uneeded step lol
2008-12-29 23:10:00

Author:
Hamsalad
Posts: 2551


Couldn't you just have it one-shot a flipper motion piston attached to a magnetic key which activates while the piston isn't in the resting position?2008-12-30 01:03:00

Author:
isthiswhereiputm
Posts: 57


Couldn't you just have it one-shot a flipper motion piston attached to a magnetic key which activates while the piston isn't in the resting position?

And if they were to enter the Searchlight again? Nothing! Which ruiins the concept.
2008-12-30 01:07:00

Author:
Whalio Cappuccino
Posts: 5250


Couldn't you just have it one-shot a flipper motion piston attached to a magnetic key which activates while the piston isn't in the resting position?

This is the simplest way to do it. One shot searchlight to flipper piston. Magnetic Switch that is active as long as the piston is moving.


And if they were to enter the Searchlight again? Nothing! Which ruiins the concept.

Maybe you mean something else? Because this is not true. You can one-shot a flipper-motion piston as many times as you want. It will always return to it's initial position after all.


Also the emitter versions suggested are way to complicated. Just emit something with a key right beside a Magnetic Switch. The lifetime will set how long it's active. Simple. The one with the flipper piston is better though.
2008-12-30 01:21:00

Author:
Shiwayari
Posts: 167


No, Whaaaaale. The way one-shot works is that it activates every time something is activated, but won't work again til it is deactivated and activated again. The way isthiswhereiputm described would work just fine.2008-12-30 01:22:00

Author:
BassDeluxe
Posts: 984


hmm ive never used the flipper motion really before but... if the flipper motion is triggered by the searchlight wouldnt it only work still while you were in it?2008-12-30 01:24:00

Author:
Hamsalad
Posts: 2551


After a flipper piston is triggered with one shot, it will flip into one direction and go back to it's initial position, taking as long as it's time setting is. No matter if you go out of the searchlight or stay in, or trigger it again.2008-12-30 01:30:00

Author:
Shiwayari
Posts: 167


ahhh i see so thats how they did the paint trigger platforms in the MGS pack? they shoot down or "flip" really fast then take however long to go back to the other side?2008-12-30 01:40:00

Author:
Hamsalad
Posts: 2551


Yes, that's how they did it. It's also worth noting that one shot is the only way to get a paint switch to regenerate.2008-12-30 01:48:00

Author:
BassDeluxe
Posts: 984


check out my "switchboard tutorials/packages for the community" level, its way easy to do something like that..

PSN: Luos_Desruc (desruc will do!)

also emitters have the tendancy to not show up when needed.. and that can b0rk up the timing.
2008-12-30 02:52:00

Author:
Luos_83
Posts: 2136


This is the simplest way to do it. One shot searchlight to flipper piston. Magnetic Switch that is active as long as the piston is moving.



Maybe you mean something else? Because this is not true. You can one-shot a flipper-motion piston as many times as you want. It will always return to it's initial position after all.


Also the emitter versions suggested are way to complicated. Just emit something with a key right beside a Magnetic Switch. The lifetime will set how long it's active. Simple. The one with the flipper piston is better though.

thanks 4 that, works just fine now
2008-12-30 05:21:00

Author:
jjdragon
Posts: 257


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