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#1

Multi-floor elevator w/call buttons

Archive: 15 posts


Ok, I've been trying to design an elevator that will go to any floor you select from a switch inside it and call buttons on each floor that will bring it to your level, just like a real elevator. I have almost all of the design complete but I have come across a little hang up. The best way I could think of getting the elevator to stop on each floor was to connect a series of pistons together with little blocks between each one. Like the way most people make "and" switches. Well, when I built the elevator and connected up all the pistons they didn't seem to have enough strength to lift the elevator. If I grabbed the elevator with my popit cursor and lifted it up the pistons worked perfectly but as soon as I dropped the elevator they would stretch out to their maximum. I know that pistons can lift any amount of weight. I could use one piston and it would lift the entire elevator by itself, but for some reason when they are connected in a series they loose something and won't work correctly. I can't think of any other way to make the elevator stop on each level. I can't use one piston because I can't get it to stop exactly where I need it to and go to any floor from any floor.

If anyone has had similar problems with pistons or if you can think of another way to raise and lower my elevator please post and let me know, it's driving me crazy!! I'm not dead set on using an elevator in an up coming level; I'm just determined to figure out how to do it. I haven't seen anyone make one so I'm up for the challenge.
2009-01-25 17:15:00

Author:
Qeelin
Posts: 24


https://lbpcentral.lbp-hub.com/index.php?t=t=6908&highlight=klam

I had the same issue. You can't string pistons together.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=184&stc=1&d=1230846818

not sure if it helps, but I did one long piston with stop and start points that were Key/Swtich Driven.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=199&stc=1&d=1230998127
2009-01-25 18:06:00

Author:
Unknown User


I published my elevator system as a copyable level. The elevator automatically moves up and down to the next floor upon user input.

With a few modifications (stringing multiple inputs through logic gates), I think you could adapt it to have call buttons. I may try myself at some point.

https://lbpcentral.lbp-hub.com/index.php?t=t=7844
2009-01-25 21:56:00

Author:
Thegide
Posts: 1465


There are two possible work arounds I can see.

One is that you build a superheavy elevator with a whole lot of dead weight, then attach all your AND type piston series to it. If you delete the excess weight from the lift, it might trick the game engine into thinking it can actually lift the thing. It seems piston/winch strength is based on what it's initially lifting rather than what the setting as set at. You might be able to do this to the middle sections as well. Just add some excess metal/stone to the bits to trick it into thinking it's lifting something heavy.

My guess is strength could be referring to how many sackboy weights it can lift, which is less than a 3 thick layer of stone/metal the same size as sackboy.

Another option is to have buttons that move the lift up and down and have a series of "call lights" at each level. Just have a magnetic key on the lift and have lights turn on or off based on where the lift is, the switches being on the various levels to turn the corresponding light on. That gives the player a visual idea of where the lift is in relation to themselves, and they can move it in the right direction towards themselves then.
2009-01-26 02:05:00

Author:
Elbee23
Posts: 1280


I played around with this a little last night and found out some interesting things about the pistons put together in a series. For some strange reason, the further you adjust the time it takes for the piston to extend, the weaker the piston becomes. I connected 3 pistons together like this:

Dark Matter
P
I
S
T
O
N
Cardboard box
P
I
S
T
O
N
Cardboard box
P
I
S
T
O
N
Elevator

If the timing on the pistons is 20 sec each it won't lift. But when I shorten the time they seam to want to work. Also I had a wheel attached to the back of my elevator on the thin layer. I was going to use it as a number wheel to display what floor you were going to. For some reason the pistons didn't like the wheel connected to the elevator. As soon as I removed it...BOOM!!! The elevator shot up the shaft!! Strange!!!
2009-01-26 12:31:00

Author:
Qeelin
Posts: 24


If the timing on the pistons is 20 sec each it won't lift. But when I shorten the time they seam to want to work. Also I had a wheel attached to the back of my elevator on the thin layer. I was going to use it as a number wheel to display what floor you were going to. For some reason the pistons didn't like the wheel connected to the elevator. As soon as I removed it...BOOM!!! The elevator shot up the shaft!! Strange!!!

That might be the overloading piston trick I mentioned in action...
2009-01-26 12:47:00

Author:
Elbee23
Posts: 1280


i made one that works **** well. look at my Elevator Demo Level
PSN: Shanmuir
2009-01-26 21:55:00

Author:
Shanmuir
Posts: 23


You can always use a single piston with the 3-way switch trick, or for a more accurate, but complex, approach see my thread in Projects (https://lbpcentral.lbp-hub.com/index.php?t=t=7941). When the elevator is to go up, set a bit and clear it when a sensor at the floor triggers. By bit I mean a sensor you can set with a momentary or one-shot signal.2009-01-27 00:06:00

Author:
larryjoe701
Posts: 68


I finished a demo of my elevator. I finally got everything working. Check it out and comment.

Search ID Qeelin
2009-01-27 15:04:00

Author:
Qeelin
Posts: 24


Can you describe your approach here on the forums?2009-01-28 13:17:00

Author:
larryjoe701
Posts: 68


Can you describe your approach here on the forums?

I don't know what you mean by "approach". Are you asking me to explain how I made it work?
2009-01-28 17:12:00

Author:
Qeelin
Posts: 24


Yes. Did you use a three-way switch, how did you use sensors and magnetic keys...2009-01-29 04:43:00

Author:
larryjoe701
Posts: 68


I made a sort of simple "elevator", if you can call it that. It's a sponge ball attached to a piston, but of course there's call buttons for it. If you grab the ball or a call button, then it moves. Simple, but effective.

(x)---[] ( 0 ) []---(x)

[] = magnetic key
( ) = dark matter
-- = cardboard
x = wobble bolt (attaches cardboard to dark matter)
0 = "on/off" magnetic key switch attached to elevator's piston

The call switches and elevator itself are activated via grabbing. Grab switches are on them set to Direction which make the Wobble Bolts move (by the way, the wobble bolts should be facing away from the dark matter to start).
2009-01-29 05:56:00

Author:
Tyler
Posts: 663


Mikey-Flies has a really well-made elevator demo out there. Search his PSN and you'll see it under his levels.

It's got 4 floors, you enter the elevator from the front. When you approach, the doors open. One grab switch starts the elevator moving, another one changes directions. There are green and red lights to signal which direction the elevator is on (green for up, red for down).
There are also call buttons on each floor.
Whenever the elevator reaches a floor, the floor number flashes on the screen.
Also, whenever the elevator is in motion, elevator music plays.

If anyone is interested in finding out how exactly he got it all working, he'll love to tell you about it, just drop him a note.
2009-01-29 10:23:00

Author:
Teebonesy
Posts: 1937


Yes. Did you use a three-way switch, how did you use sensors and magnetic keys...

Ok, my elevator has 4 floors but the way my design works you could have up to 8. Each floor has double doors that open when the elevator is on that floor. Inside on the left there is a button switch that when pushed changes a number display above it to select which floor to go to. On the right there is another button switch that starts the elevator. When pushed the doors close and the elevator moves to the selected floor, then the doors open with a "ding" sound and you can exit. There are also lights above the doors on each floor that indicate which floor the elevator is on.

It ended up being easier to make all of that work than I originally expected. Basically when you press the button to change the display you are turning a wheel 1/4 turn for each press. This wheel has sensors that activate emitters that drop the numbers in the display. They also activate pistons that move sensors in to position in the master event sequencer. When the right button is pressed it starts the master event sequence that moves a piston in a shaft of dark matter. As it moves it activates one of the sensors that is in position which is connected to an emitter. Each of the four emitters puts out a block that has mag keys on it. The block is dropped into a sensor bay that has 3 different color sensors on the back of it. The block activates one or more of the sensors that are connected to the pistons that pull the elevator up the shaft. So depending on which floor you want to go to you get a different sensor block emitted.

I know this must be as clear as mud but I don't know how else to explain it. I?ll try to get a video up here but until then you can check out the level. I published it and put in a jet pack so you can check out the workings. Search for ?Elevator Demo? or my PSN ?Qeelin?
2009-01-29 15:16:00

Author:
Qeelin
Posts: 24


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