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#1

Help with a trap idea

Archive: 11 posts


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So Basically What I want to do is have the begining of my levels starting with the sackboy traped. I want to leave a kind of clue in which order to press the switches. In this case Green, yellow, orange, blue and red. So Basically the sackboy has to press the switches in that order for the doors that are attacted to pistons go up and the box with the rocket to go all the way throught and hit the switch. My question is for example say they press green yellow and blue then i want the box rocket to start from the begining and they have to do it again, so basically to get passed the trap, you have to press the grab switches perfect in order without screwing up.

Can you guys give me any suggestions to what I might be able to do because I really want to incorporate this into my level and I got the machine working but the trap doors go up and the rocket goes through so nothing special yet.


Thanks
2009-01-22 17:01:00

Author:
Metra17
Posts: 6


Emit the rocket, and give it a lifetime of say, 10 seconds?
Make a countdown, [check my level "the collectors workshop", it has a collectable 5,4,3,2,1 countdown with tutorial, hidden at the start]

This gives the player 10 seconds to push the right sequence, or the rocket dissolves.
OR
give the player the grab switches and a button, the button emits a rocket so they can launch a rocket whenever they want, whether it gets through the gates or not!
They'd have to grab in the right order, then stand on the button, and presto, success!
Or press them in the wrong order, press the button and rocket goes boom early, booooo.

Hope this helps
2009-01-22 20:35:00

Author:
Pinchanzee
Posts: 805


Emit the rocket, and give it a lifetime of say, 10 seconds?
Make a countdown, [check my level "the collectors workshop", it has a collectable 5,4,3,2,1 countdown with tutorial, hidden at the start]

This gives the player 10 seconds to push the right sequence, or the rocket dissolves.
OR
give the player the grab switches and a button, the button emits a rocket so they can launch a rocket whenever they want, whether it gets through the gates or not!
They'd have to grab in the right order, then stand on the button, and presto, success!
Or press them in the wrong order, press the button and rocket goes boom early, booooo.

Hope this helps


Thanks for the ideas I really appreciate it and I will defiantly go to your level for the countdown and try using it to incorporate it with my design. I still think there's a way to do it the way I'm trying to but I just can't get my finger on it. If anyone has any more suggestions that would be great!

Thanks
2009-01-23 04:07:00

Author:
Metra17
Posts: 6


So you want to use the same box rocket throughout the whole thing?
If so you could try...
Have a winch connected to the back of the rocket which is always pulling back (not sure how to do that of the top of my head) then have the rocket activate when the doors have all been lifted (AND switch).
When the rocket reaches the end of the wall (the switch, or stopped by one of the coloured gates) turn of the rocket and the winch should overpower it and draw it back.

But I'd really recommend emitting the rocket the destroying it (somehow) if it fails, because it's by far the easiest way to do it
Don't give yourself trouble you don't need
2009-01-23 20:07:00

Author:
Pinchanzee
Posts: 805


Have each button emit a magnetic key, with different life times. So green might be 10 seconds, and orange might be 7 so you would have to go Green>?>?>Orange

OR

Have the first button emit something off screen, and have the other buttons open doors for the key to get the big door open. So if it isn't the right order, you have to start over.

Make sure you give them a clue. Try my level, it (imho) has a really good clue system for the big puzzle.
2009-01-23 21:53:00

Author:
dkjestrup
Posts: 672


edit: dissolve material does not work how i want it too so this idea does not work

I GOT IT!!

So basically for those who are wondering I'm going to tell you how I figured it out

SO basically the rocket is dissolve material and it has a magnetic key switch attached to it and one attached to every trap door. So the trigger radius is very small so the rocket has to be against the trap door for it to be activated. So the key switch is inverted so when you press a grab switch out of order the key switch will then disolve the rocket and the emitter will create a new one but if the rocket is against a door for example color red and player presses the red button then the door will open and it wont disolve.

I have a question though. Can you use an emitter to make objects disappear, for example instead of using disolve material I can make it disappear because I havent figured out how im gunna make the boost rocket disappear. Thanks!
2009-01-24 05:04:00

Author:
Metra17
Posts: 6


I have a question though. Can you use an emitter to make objects disappear, for example instead of using disolve material I can make it disappear because I havent figured out how im gunna make the boost rocket disappear. Thanks!

You can adjust the lifetime of emitted objects. Once that timespan is up the emitted object disappears. Just set it long enough that it can push the switch you need.

If you keep the lifetime down to a low number, not only will it help the puzzle work better, it will also be less taxing on the thermometer.
2009-01-24 07:58:00

Author:
Elbee23
Posts: 1280


There is an easy way to make the emitted rocket disappear. . . simply emit another one. But make sure that the emitter is on a block that is attached to a piston. . . .

Have the level start and the piston is extended, rocket emits, piston contracts.
Now when you want it to disappear, simply emit another rocket off screen. This will cause the first one to disappear (make sure that the max items at once is set to 1)
If you need help figuring out the wiring and switches needed let me know.
2009-01-24 09:08:00

Author:
Trader Sam
Posts: 92


I GOT IT!!

So basically for those who are wondering I'm going to tell you how I figured it out

SO basically the rocket is dissolve material and it has a magnetic key switch attached to it and one attached to every trap door. So the trigger radius is very small so the rocket has to be against the trap door for it to be activated. So the key switch is inverted so when you press a grab switch out of order the key switch will then disolve the rocket and the emitter will create a new one but if the rocket is against a door for example color red and player presses the red button then the door will open and it wont disolve.

Are you taking into account that you can't emit objects with wires attached to other things in the level?
2009-01-24 15:17:00

Author:
Pinchanzee
Posts: 805


Are you taking into account that you can't emit objects with wires attached to other things in the level?

I'm just saying that if my rocket box is disolve material and when it disolves then the rocket attacted to it wont and it will just screw things up but thanks to Trader Sam I can just emit one of screen in the air which falls with a magnetic key switch attacted that when It does it switches on the first emitter and makes the box go from the start of the tunnel.
2009-01-24 17:41:00

Author:
Metra17
Posts: 6


Okay, Forget what I said before this all because its just me getting too over excited but didn't work when I tried it. I have fully figured it out now and I will be building my last and final prototype for this. If anyone is interested in a video when its done please let me know and I'll film it and explain how it works and how its made.

Thanks
2009-01-24 22:57:00

Author:
Metra17
Posts: 6


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