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#1

Precise switch combinations

Archive: 7 posts


This has probably been mentioned at least once, but I want to know if you people have any ideas of how to make a door open/ any other thing you connect a switch to not by pressing a button, not by pressing lots of switches, but by pressing lots of switches in a precise order, so if you get one wrong in the order you have to start again. Any ideas?2009-01-01 13:52:00

Author:
TheWabe
Posts: 3


I've got an idea using emitters, I'll just draw it out for you now.

http://i39.tinypic.com/685ssh.png

Say there are four buttons coloured Red, Green, Blue and Yellow.
The code is Green, Yellow, Red, Blue.

The grey things in the image are emitters.
The green container is where the blocks are emmited into, from the top.
IF you push the red button, it will emit a block into the tube with a red magnet KEY. The same goes with the rest of the colours.
The little dots inside the tube are magnet SWITCHES.

Say in the bottom section of the tube, the first part of the code. The first part of the code is GREEN, so if the block with the green key lands in there, it won't activate anything and will stay, ready for the next bit of the code.
The correct colour doesn't have a switch in it's section of the code.
However, if you press red, the block with the red key will fall and activate thered switch, which will activate the emitter at the top of the image. This one emits a Heavy (Very important) metal block into the tube, crushing any blocks inside.

You would have to do this with all the wrong colours though, and as you can only attach one switch to things, you would have to make some sort of signalling system, which I don't quite know how to do yet.

At the last section of the code, the correct colour DOES need a switch to carry out the winning command, such as opening your door.

~~~~~~~~~~
If anybody can see any flaws in this, please correct them.



EDIT: Instead of having Heavy metal to crush the blocks, make the blocks dissolve material, nad have a new colour switch in the centre of them. The new killer block is a block with that colour key that falls and activates the switch, dissolving the blocks,
2009-01-01 14:12:00

Author:
LFF
Posts: 434


Something like that, blocks dissolving as soon as something that is wrong is placed.
for each block dropped, you need a Magnetic Key (Call 1,2,3,4) and a magnetic swich (Call 5,6,7,8).
Space the two far enough away so they arent affecting each other.
The KEYS Activate a magnetic swich at the proper level, which which powers part of an AND Swich.
On the other side of the Dissolve blocks and therefore the area that the blocks are spawned, are 5,6,7,8.
The 5,6,7,8 SWICHES on each emmitted block activate the Dissolve material that the block is made of. So at the side there should be 3 keys.
Ill try to make a level for you if you don't understand
2009-01-01 18:30:00

Author:
DRT99
Posts: 431


warning this is pretty advanced but there are some other forums i troll but some guy made a great tutorial that can probably help you, it has step by step as well as some great drawings http://forums.lbpbuilder.com/viewtopic.php?id=682009-01-01 19:11:00

Author:
Hamsalad
Posts: 2551


I can think of one idea, similar to what was already presented.

You'd need a "collecting tube" that's one Large Block wide. Then emitters which drop blocks of that size into the top of the tube. These blocks should, of course, have magnetic keys of various colors on them.

Along the side of the tube, have magnetic switches aligned so they match up to the middle of each block. That way, only when keys of the right color fall into the tube in the right order, the switches are activated.

Put pistons along the side of the tube, one piston per magnetic switch. Have them all connect up to a small block on the end. Set all the switches to directional ... so that when all the switches are active, all the pistons are extended. Have a magnetic key on the end of each piston -- each one the same color! -- and a key switch to match. Make the radius of this last switch large enough to cover all the keys on the piston. Set it to inverted.


So what should happen? As each key falls into a correct spot in the stack, it's corresponding piston moves out. Once all of the piston keys have moved out of range of the master magnetic switch, it will activate.


To reset, either have the lifespan on the blocks rather short, or else put a bottom that opens on the tube, dumping the blocks out.
2009-01-01 22:47:00

Author:
Trystian
Posts: 59


This looks like another thread that should be in the "Help" section.

Help is about technical questions for precise systems or specific problems people are having.

Projects is for people building entire levels, series of levels or very complex object demonstrations.

I'd PM a mod and request it to be moved there. You might get even more feedback about this in that section.
2009-01-02 02:03:00

Author:
Elbee23
Posts: 1280


https://lbpcentral.lbp-hub.com/index.php?t=t=6970

It doesn't show how it's done yet, but I'll edit it and give a collectable example for you. If you have any questions in the meantime, just ask.
2009-01-02 20:15:00

Author:
LFF
Posts: 434


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