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#1

Platform to stop at certain points

Archive: 12 posts


This one just fried my brain a little. Here goes...

http://i44.tinypic.com/2e0siug.jpg

The platform/elevator comes from a room down below where the players board it. When they do, it begins to rise and takes them to its maximum height. A serious of events occur. Now, here's where it gets tough.

I need it to come back down when those events finish, and I need it to stop where the hallway entrance is, as seen on the diagram. Any ideas?
2009-01-14 04:04:00

Author:
aer0blue
Posts: 1603


Couldn't you just leave it there from when it came down and close it off with a door or something?2009-01-14 04:12:00

Author:
Trap_T
Posts: 431


The hallway? It's going to be closed off to start with. After the events, it opens up.2009-01-14 04:15:00

Author:
aer0blue
Posts: 1603


Ok so... the platform/elevator comes down from the top, stops at the hallway, and then you want it to go back up.. let the player do some task/clear some obstacles, then come back and have the elevator come down and take them back up?2009-01-14 04:19:00

Author:
Trap_T
Posts: 431


I have an idea. It should work, attach a magnetic key to the elevator, at the top left corner. Then have a piston on the left, outside of view of this diagram... Have a magnetic key switch attached to the piston.


Have a permanent switch activate once all the events happen up stairs at the maximum height.


Attach this permanent switch with settings "Directional" to the piston that would be out of the diagram, now when this happens. The piston should expand the magnetic key switch, all the way to the elevator.

When the player gets back into the elevator once the events have happened, it will start to go down...

Now, if that piston hadn't extracted the key switch right next to the elevator, your elevator would keep going down, back to its original place. But since you had a permanent switch activate the piston, so the key pops up into screen of the diagram, you would have that key mentioned in my first section that is attached to the elevator come "in contact" with the switch, causing the elevator to stop.


I think this would work, although it seems a bit too easy, so I might be missing something important.

Hope it opens up new ideas.
2009-01-14 04:29:00

Author:
Whalio Cappuccino
Posts: 5250


You could emit a single, small piece of invisible dark matter below the platform (where you want it to stop) while the platform is on top. This should keep it from being able to go down all the way. It might be a good idea then to lower the piston's strength a little so that the game doesn't decide to destroy it.2009-01-14 11:28:00

Author:
Gilgamesh
Posts: 2536


The idea with the emitted dark matter piece should work fine. I'll just give you another option to choose from

How about using 2 pistons like this:
_
|
|
[]
|
|#
##

_ = Top of elevator
| = Pistons
[] = block of a random (prefarably not heavy) material
## = hidden area (a hole in the floor for example)

At the beginning the bottom piston is at it's max position and the top piston is at it's min position. When you enter, the top piston streches, taking the elevator to the top. After the events have happened, the bottom piston retracts, but not as much as the top piston has streched earlier, so it will take you to the hallway.
2009-01-14 12:16:00

Author:
Shiwayari
Posts: 167


shiwayari's option is the most commonly used way to do it, I think its the way MM does it as well (although im not sure)2009-01-14 13:24:00

Author:
Mrgenji
Posts: 803


This can be achieved quite easily, don't be afraid of the wall of text, I tend to over explain things. . .

Put a mag switch onto the side of your lift, make sure it is attached to the piston that is driving your lift, and make sure its inverted.
Build three containers with matching keys attached to a pistons.
Place one at the bottom, top, and hallway exit on the side walls of the lift. (The bottom and top ones should be extended by default, and the hallway one should be contracted)
Now make sure the switch on the lift and the keys are set so they barely are close enough to activate the switch.
Set up a prox switch at the bottom of the elevator shaft set it to directional and attach it to the bottom piston/key combo.
Make sure it (the piston) contracts when activated by the prox switch.
Set up a one time switch that will activate after your series of events at the top of the lift and have this switch contract the piston at the top of the lift and extend the piston at the hallway.

So what happens is your players step onto the lift (into the prox switch) this moves the key out of the radius of the switch turning the lift on and it will continue up until it reaches its max distance and another key. This then triggers a series of events that culminates in the key moving away from the switch turning the lift on again. It moves down now and stops at the now open hallway where it sees another key (now extended)


Make sure the pistons min and max lenghts are the same as your entrance and the top level otherwise it won't work properly.
2009-01-15 04:23:00

Author:
Trader Sam
Posts: 92


Thanks guys for all of your ideas. At first, I tried the double-piston solution, but for some reason, one of the pistons always refused from moving... It was weird... Anyway, then I tried some crazy stuff with magnetic keys. That worked okay. However, the best solution was the piece of dark matter. Once the events are finished, it's emitted down where the elevator is supposed to stop. So many headaches over this and a tiny piece of dark matter fixed it...

Oh well.

Still, your ideas help me out for other things I have planned. xD Thanks again.
2009-01-15 04:45:00

Author:
aer0blue
Posts: 1603


th pistons not moving is prob a strength problem, if its a metal platform going a long way it might not work2009-01-15 13:44:00

Author:
Mrgenji
Posts: 803


Thanks guys for all of your ideas. At first, I tried the double-piston solution, but for some reason, one of the pistons always refused from moving... It was weird... Anyway, then I tried some crazy stuff with magnetic keys. That worked okay. However, the best solution was the piece of dark matter. Once the events are finished, it's emitted down where the elevator is supposed to stop. So many headaches over this and a tiny piece of dark matter fixed it...

Oh well.

Still, your ideas help me out for other things I have planned. xD Thanks again.

Dark matter is incredibly versatile. I find more uses for it every day, glad that worked
2009-01-15 13:54:00

Author:
Gilgamesh
Posts: 2536


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