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#1

Irritating sticking piston and chain problem

Archive: 5 posts


Hi, I'm new to these forums and am just looking for a bit of advice!

I have made a volcano level where you have to survive for as long as you can from falling lava. I have introduced a system whereby the difficulty gets harder every 30 seconds. To do this i am creating a chain which takes 30 seconds to reach the top and when it does 2 keys touch to activate the switch.

The problem I am having is that as a couple of my chains either take ages to start after being activated or stop halfway and then go back down then going back up. (this is not a problem with the settings on my chains as far as i am aware). I have also tried to use pistons to no avail.

If anyone could help me with this i would greatly appreciate it!!
2008-12-31 14:19:00

Author:
turnipeater
Posts: 83


I have exactly the same problem with one of my switches, I made following thread concerning this problem: https://lbpcentral.lbp-hub.com/index.php?t=t=6630

I know a workaround that will work for yourself, but you won't be able to share your mechanism, because this workaround doesn't work with community objects. Seeing as someone else now has this problem, I'd like to keep it in one thread, so I'll edit my latest post in the other thread and post the workaround.

Edit: Post of the other thread is now updated with the workaround.


There is a different way to set up your timer though, which might solve your problem perfectly. Just connect a Permanent Switch to your piston and set it to directional. Invert it to let the piston/winch stretch out to it's max position and hit pause. Undo the invert and connect a sensor to the Permanent Switch. Now as soon as sackboy gets near the sensor, the piston will start to retract until it reaches it's minimal length. The thing is, you can't reset a Permanent Switch, so you'll either have to create some more of the same mechanism or use flipper motion combined with a one-shot switch or sensor to count 30seconds more than one time.

As I don't know how exactly you have that "get harder every 30 seconds" mechanism and your level set up, I can't explain in detail, as I'd end up explaining how to make the whole mechanism.
If you don't know what a permanent switch is, or how to use flipper motion, or are a little confused; then I'd like to recommend my Switch Level (see signature). It might also give you some ideas on how to chain Switches to get what you want.
2008-12-31 14:44:00

Author:
Shiwayari
Posts: 167


I think the issue you describe is due to how the game tries to sync up the mechanical bits. I still haven't quite figured out how all the time relate, but then I haven't looked into it deeply.

Pistons are a little easier to work with if you hook them up to a switch which is set to be directional instead of on/off.

Here's an alternate idea, though:

Create a wood/cardboard block with a magnetic key switch on it. Capture that block.
Create a magnetic key hooked up to whatever you need. Place an emitter near that key which drops the block, but set the lifetime of the block to 30 seconds. Or set the delay to 30 seconds with a lifetime long enough for it to activate what you need. It won't give you down-to-the-millisecond timings, but would certainly work on a 30 second scale.

Another possibility is to have wheels - each with a key on it that rotates into position next to a key switch every 30 seconds.
2008-12-31 15:35:00

Author:
Trystian
Posts: 59


@Trystian
You can't think of it as if there is a leveltime. The Sync option will tell the piston at which leveltime it has to start it's actions. If you have a piston with Sync 2sec then it will start it's loop at leveltime 2sec. If some time has already passed, then the piston will still look where the leveltime started, start it's loop at 2sec "virtually" and look at which point it should be at the current time and adjust itself.
The only way to "ignore" that leveltime is to have an on/off switch connected. Everytime you change to for example directional and back to on/off, the piston will adjust itself again.

I don't know why you said your emitter-method doesn't work down-to-the-millisecond precise, but it should. If you set the lifetime to 30 seconds, it will disappear after exactly 30 seconds. Since it's spawned directly beside a switch, there won't be any delay.


However, be warned that it should be avoided to use emitters for switches, if you want to make a big level. They take up a lot of the thermometer and many times the same thing can be achieved with a (flipper) piston. It sounds like you want to make a minigame though, so you probably don't have to worry about it too much.
2008-12-31 16:22:00

Author:
Shiwayari
Posts: 167


Hey Shiwayari, thanks so much for that response, it really helped, i set my switches to change direction rather than on/off and it worked first time!! I have played your switch levels, thats some really nice work and i this i will take advice in the future from them. Needless to say I have given you a few hearts and stars lol. If you want to see the semi-finished product of what I am working on it's called Ray Mears' Volcano Survival Mini Game 2008-12-31 17:11:00

Author:
turnipeater
Posts: 83


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