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EDIT: Now something big...

Archive: 11 posts


EDIT: This problem is solved, but there's another problem further down in the thread.

Hello, everyone. L1N3R1D3R with just a quick thing that's kinda bothering me.

This is one of the obstacles of my upcoming co-op level:

http://ic.lbp.me/img/ft/7dca045a1ac0ae688974c1b32835415e19f4d9af.jpg

The obstacle works fine and all, but what I'm trying to fix is the object highlighted by the yellow outline.

What happens is, one person hero capes down to land on the platform with the player sensor. Upon landing, the object moves down, allowing the other player to jump on top of it. Then the lower player hero capes to the bounce pads on the left, sending him back to the checkpoint and the other player up to the platform with the button.

The problem is, at the moment I have a winch hooked up to the back, restricting the object from moving anywhere I don't want it to. At the moment, the object moves up and down mechanically, as the winch is controlling its movement. However, what I want to happen is the object to fall down with gravity, but be pulled back up by the winch. I've tried different winch lengths, different winch durations, even tinkering with the logic that times everything, but I just can't seem to get this to work.

This isn't absolutely necessary for my level, but it would make the obstacle feel more natural.

If you'd like to help, add me as a friend on PSN: L1N3R1D3R, or explain in pretty good detail here.

Thanks for your help!

(The object is very important. See the object. Believe in the object. Be the object.)
2014-05-26 23:57:00

Author:
L1N3R1D3R
Posts: 13447


Use the flipper and positional settings on the winch together. They're both under the Motion heading in the tweak menu.

When I tested it the object would fall under its own weight when a switch was pressed, then slowly wound back up to the top when the switch was... unpressed.

Note, you must pass a pure 0% or 100% signal to get this behaviour with the positional setting. The player sensor outputs an analog signal by default, so you'll need to route it through a 100% battery or something so the sensor acts like an on/off switch.
2014-05-27 13:20:00

Author:
Ayneh
Posts: 2454


Hi L1N3R1D3R.
Instead of using the winch, try a 100% gyroscope. This should work fine as long as you place it directly in the centre of the platform. (sometimes I find if a gyroscope isn't exactly in the middle, when a player lands on it, its possible to knock it out of alignment by a pixel or two, causing it to not be straight vertical.
For the rest, you could try a chip on the platform that has a sequencer on it. You can have it where when an antigrav on the platform turns off for a certain length of time , then the platform raises back up for a certain length of time until it resets in its original position.

So it'd work like:-
When player lands on platform it activates the player sensor, this in turn is wired to a 1 hit counter. the counter wires into a sequencers input.
The 'strips per second' of the sequencer sets the length of the platform dropping and resetting. As the sequencers is activated it plays forward.
Firstly it plays a 'drop platform' battery for a few bars. this battery wires to an a not gate elsewhere on the chip, the not gate wires to a 2 port Or gate. The or gate wires to the 100% antigrav.
This will have the effect of turning off the antigrav while the fist sequencer portion is playing.
Next on the sequencer have a mover set to cover a few bars (this will raise the platform back to its original position). lastly on the final bar on the sequencer, place another battery. This wires into the second port on the Or gate. While this plays forward, it switches back on the antigrav.
A its the last space on the sequencer, this antigrav stays on until the whole platform sequence is reactivated..
(note- on the sequencer, you will need to extent the 'antigrav off' battery to last while the 'reset mover' is on.
As the gyroscope is set to be rigidly 100% all the time, the platform shouldn't shift position at all.

Sorry for the long winded explanation mate, I hope you can follow it.

If you like, you can friend me quick and I'll send you the platform logic as an object.
2014-05-27 14:45:00

Author:
Sean88
Posts: 662


Another solution would be to use a Follower to raise the platform and set the winch to 0% (if you want to give the illusion that it operated by a winch). An additional advantage to using this method is that you could place a block of invisible material where you want it to stop and add a material tweaker set to bouncy - this will give a nice bounce effect when the platform reaches the bottom.

This solution would require a circuit board on the platform that the player lands on with these components:-

An Impact Sensor connected to a Counter (Set to 1), and a Player Sensor connected to a Not gate that is then connected to the Reset port of the Counter. This will activate the counter when you land on it and reset it when you jump off.

Connect the output of the Counter to another Not gate and connect the output of this Not gate to a Follower set to follow a tag at the raised position of the platform. You can vary the speed and acceleration of the raising of the platform by tweaking the Follower.

It would also be beneficial to add a Gyroscope to the platform set to 1500 speed and 100% strength.

How it works:-


The player will land on the platform and it will deactivate the Follower allowing the platform to free fall down.

The platform will stop when it reaches the block of invisible material (an optional material tweaker on the block would make the platform bounce a little).

When the player flies off the platform the player sensor will deactivate which will then reset the Counter.

When the Counter has been reset then the Follower will be activated and the platform will rise to it's starting position.



You could achieve the exact same results without using the Not gates and rearranging the components and their tweak settings, but I included them in the solution for clarity.
2014-05-27 18:46:00

Author:
fluxlasers
Posts: 182


Alright, thanks for the feedback! Sean88's method seems a bit complex for my liking, but it sounds like it could work. I will try Ayneh and fluxlasers's methods, though.2014-05-27 23:47:00

Author:
L1N3R1D3R
Posts: 13447


hehe, sorry man, I get caught up sometimes in over complicating things. Yes man, having read my explanation, its a bit confusing, sorry about that. The other guys ways would be simpler, but, if you like I can still send the logic. Just if its of use 2014-05-28 13:54:00

Author:
Sean88
Posts: 662


Alright, I ended up using fluxlasers's solution, and it worked fine! Now, onto a bigger problem...

(Sorry I can't make this a separate thread, as the server doesn't like me at the moment.)

This problem is BIG. Like, literally level-breaking. Here it is:

http://i1.lbp.me/img/ft/9615bba792f3bed4624e7c527e6374a3dbd1f754.jpg

This image shows a different obstacle in the same level I'm working on. Platforms 1, 2, 3, and 4 are all connected to pistons, with their current extension shown by the light-green sticker panels and their full extension (or contraction) shown by the dark-green sticker panels. The grab switch on platform 3 moves it up to platform 4's current height and platform 4 down to platform 3's current height, with platforms 1 and 2 moving right accordingly to make a similar situation as now, but horizontally inverted. Upon releasing the grab switch, everything moves back to its current position.

The logic works perfectly fine every time, except occasionally (about 1 out of 15 times) when I rewind, either platform 1 or platform 2's piston randomly disappears. This means not only will the broken platform fail to move left or right, it will actually fall down. The annoying part is having to replace the piston every time this happens, especially if it breaks while I'm working on another obstacle.

I'm pretty sure this is a problem with the current update, as it only happens occasionally and not to other pistons in the level, and it will be fixed by the next update. However, since I want to be on the safe side, I wanted to ask you guys for help.

Unlike my last problem, this one is hard to explain a solution for on the forums, so add me on PSN: L1N3R1D3R if you are so kind as to help me in my dilemma. Thanks for reading!
2014-05-29 03:02:00

Author:
L1N3R1D3R
Posts: 13447


So IIRC the problem is that pistons are randomly breaking? Not sure I know what could be done about that, If more then just you have the problem then it should be reported. Otherwise for the moment I would just suggest replacing the pistons with tag followers & other logic and just use the pistons for deco, or could replace the pistons with actual deco if the pistons still end up breaking. *mew

If that doesn't help you then I 'm not sure what else to say. Also I can't join people currently very well because of my type of net. Good luck.
2014-05-29 14:55:00

Author:
Lord-Dreamerz
Posts: 4261


Alright, I'll just try the follower method. Thanks for all the help, everyone!2014-05-29 23:42:00

Author:
L1N3R1D3R
Posts: 13447


Are you editting or removing any of thing from the block the pistol is connected too aka slicing off a chuck

EDIT:

When you edit or cut an object connected to a piston the piston always seems to break
2014-05-30 20:13:00

Author:
Jonarrthan
Posts: 310


Please merge your posts, @Jonarrthan.

As for the advice, that could be it. I'll just wait and see what happens. On a good note, the pistons haven't been breaking as often recently. To a less broken game!
2014-06-01 01:44:00

Author:
L1N3R1D3R
Posts: 13447


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