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#1

Multi-Linked Paint Switches?

Archive: 14 posts


This concept came about when i was creating my new boss level. (Its almost done, ill have it released soon, just got add some detail).

The question is:
Can you have Multiple Paint Switchs work in unison on the same task?

Example: (And no, this is not my boss but feel free to steal the idea if you manage to solve this dilemma)

Lets say you have a two-headed boss. I want to know if you can connect a paint switch to each of them and have the paint switches work together. so that if i shoot either head both will lose health simultaneously so that the entire boss dies as a whole instead of on head at a time.

This would be use because a boss could have one health bar yet multiple weak-points or points that damage it.

I think i have an idea, but i havn't created/tested it yet ill get back on it if it works and ill add picture if it is successful. But i still would like some help because if my idea fails im stuck.
2009-02-09 22:40:00

Author:
King_Tubb
Posts: 435


kinda a easy solution unless they both move randomly apart lol.
if they are not moving all the time or at all then just have a VERY thin piece of the same material used on the heads to connect them both up.
2009-02-09 22:43:00

Author:
Zommy
Posts: 1232


Link them both up to emitters on the other head so that when you shoot one head, an emitter will emit a paintball onto the other head.2009-02-09 22:45:00

Author:
Killian
Posts: 2575


haha clever idea
but what if there on different panels? and both directly next to each other like this

000000
------
000000

00000 = head
------ = gap
2009-02-09 22:58:00

Author:
Zommy
Posts: 1232


I havent used paint switches at all, but cant you make an OR gate of the two paint switches?

Just make an OR gate using pistons, and magnetic switch. When either head dies the piston moves a magnet key into the area of a switch which kills the boss.
Both pistons hold the same colour key, so either can activate the swich
2009-02-09 22:59:00

Author:
accordion
Posts: 76


can anyone tell me what a OR gate is?2009-02-09 23:00:00

Author:
Zommy
Posts: 1232


A basic OR switch in LBP looks like is:

Piston&Magnetic Switch ----Magnetic Key----- Magnetic Switch&Piston

So basically, you have a Magnetic Key in the middle and two Magnetic Switches, each attached to a piston, either side.

If the left head is hit the left piston moves and activates the Magnetic Key, which causes the boss to lose 1HP.

OR

If the right head is hit, the right piston moves and activates the Magnetic Key, which causes the boss to lose 1HP.

Hope that helps. =)
2009-02-09 23:07:00

Author:
Winston-Smith
Posts: 81


http://www.lbpcentral.com/forums/video.php?do=viewdetails&videoid=28

the level is a great introduction to Logic use that everyone should investigate.

I use OR gates to extremes in my own level [ 20 grab switches activating a single motor]
http://www.lbpcentral.com/forums/video.php?do=viewdetails&videoid=25
the vertical climbing early into the level is a 20 case OR gate, you can see most of the switches in the video, the circle in the middle is the piston structure, but you cant see the mess of wires holding it together. The current iteration [unpublished] featues extra gates which stop the motors when the player reaches the top, and in my colossus tests every climbing structure is connected to another OR gate which controls a grip meter to halt movement when the players strength is low. I am currently experimenting with fire hazards with bump the player away from the surface when the grip meter is used up to.

The entire gate process can be shrunk down and hidden within the structures.
2009-02-09 23:07:00

Author:
accordion
Posts: 76


hmmm im gunna try these OR gates tommorow2009-02-09 23:15:00

Author:
Zommy
Posts: 1232


the first video i posted features more useable but multi layer gates. They use wobble bolts instead of pistons so they can be used by people with less experience using dark matter.

Effectively; a bolt method gate acts as a single object and can be moved simply by selecting any part of it, a piston based gate acts as multiple objects and must the entire set must be drag selected. If only select one component then you can pull them apart and break the gate.

the benefit of pistons is the ability to reduce the gate to a single layer which makes it much easier to fit into complex levels.
2009-02-09 23:27:00

Author:
accordion
Posts: 76


I havent used paint switches at all, but cant you make an OR gate of the two paint switches?

Just make an OR gate using pistons, and magnetic switch. When either head dies the piston moves a magnet key into the area of a switch which kills the boss.
Both pistons hold the same colour key, so either can activate the swich

This is a solution, but i want it to be one health bar for the entire boss, not two seperate ones, that way you dont have too only focus your effort on one head, by hitting either head a universal health bar is lower. That way if you hit one head it loses health, and itf you hit the other head it loses health from the same bar as well. that way all damage is combined under one "health bar"


kinda a easy solution unless they both move randomly apart lol.
if they are not moving all the time or at all then just have a VERY thin piece of the same material used on the heads to connect them both up.

Im using different layers for my boss... and they have seperate movement they cant be connected


A basic OR switch in LBP looks like is:

Piston&Magnetic Switch ----Magnetic Key----- Magnetic Switch&Piston

So basically, you have a Magnetic Key in the middle and two Magnetic Switches, each attached to a piston, either side.

If the left head is hit the left piston moves and activates the Magnetic Key, which causes the boss to lose 1HP.

OR

If the right head is hit, the right piston moves and activates the Magnetic Key, which causes the boss to lose 1HP.

Hope that helps. =)

Im not really following this one, its sounds similar to my approach, when the key is moved to the key switch how will it lose hp? Will it emit paintballs? this is similiar to accordion's idea, and read my comments to him.
2009-02-10 01:55:00

Author:
King_Tubb
Posts: 435


I think the best solution would be to have a block of a different material with a hole in the middle hidden somewhere outside the boss, then place emitters (or one emitter and some OR gates) around the hole. Each weak spot should be one shot, one hp one hp and wired to the emitters/Or gates, so when one weak spot is hit it will spawn one paintball in the hole of the hidden block and activate a paint switch that is placed on the block. You could place the block somewhere visible if you want the paintswitch to be visible, just make sure you cover the ugly hole where the paintballs spawn.2009-02-10 06:56:00

Author:
Marklin80
Posts: 458


Im not really following this one, its sounds similar to my approach, when the key is moved to the key switch how will it lose hp? Will it emit paintballs?

Yeah, you could have it so that when either head (or any other weak point) is hit, the switch activates and a paintball is emitted onto the a universal health bar.
2009-02-10 11:02:00

Author:
Winston-Smith
Posts: 81


I think the best solution would be to have a block of a different material with a hole in the middle hidden somewhere outside the boss, then place emitters (or one emitter and some OR gates) around the hole. Each weak spot should be one shot, one hp one hp and wired to the emitters/Or gates, so when one weak spot is hit it will spawn one paintball in the hole of the hidden block and activate a paint switch that is placed on the block. You could place the block somewhere visible if you want the paintswitch to be visible, just make sure you cover the ugly hole where the paintballs spawn.

This was my exact approach to the problem, but yeah like you said. it doesnt look as nice because of the spot when the health bar will be placed. Ill test this one out but this is probably the best idea
2009-02-10 19:23:00

Author:
King_Tubb
Posts: 435


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