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#1

Multiple events

Archive: 17 posts


Alright. The title might be a bit fuzzy, but i was unsure how to call this "idea" of mine.

We are all familiar with the permanent switch set-up. And it's amazing. (For those of you who don't know it: Magnetic key --> Dissolvable material --> Magnetic Switch. remove the dissolve and you have a permanent switch.)

Now i was thinking, why not have 1 magnetic key, on top of a load of different mag switches. That way you can dissolve a magnetic SWITCH instead of something else, and you can trigger a whole new event.

I've already forgot about an example that i had.. (silly me) but i'm sure it could be thermo-efficient, or used for something that goes above my mind.

Let me know what you think, and i hope it's usefull.
2009-02-18 14:20:00

Author:
ThommyTheThird
Posts: 440


im not sure what you mean. is it this?

ex: activate switch and speech bubble activates. then switch makes enemy shoot at another enemy (made of dissolve). then another switch activates dissolve, making it seem like the enemy died. and all this is caused by one large magnetic key entity (multiple switches, one key).

if this is what you mean, i made something that does this and im using it in my level (see sig). if you want it, you could play my level and get a key that takes you to the prize level. or, i could send it to you (after i wake up).

if that isn't what you're talking about, then shame on me.
2009-02-18 15:01:00

Author:
RickTheRipper
Posts: 345


I believe it is what you're talking about, not too sure though.

Let me edit this post soon, with a extremely professional sketch.

Note: There's no sarcasm in that sentence. It doesn't drip off of every edge. That's an illusion, created by the sheer fact that polar bears could never shave themselves.

2nd note: There's no logic in that sentence.


EDIT: Here it is, i hope it makes my idea more clear.

http://img6.imageshack.us/img6/370/sketchop5.jpg (http://imageshack.us)
http://img6.imageshack.us/img6/sketchop5.jpg/1/w1045.png (http://g.imageshack.us/img6/sketchop5.jpg/1/)
2009-02-18 15:13:00

Author:
ThommyTheThird
Posts: 440


oh, what you have is different than what i thought. my object is just a wheel with one key and multiple switches that is best used for cutscenes.

in my level, i used it to do some speeches, then a character dies, and then an emitter is activated to kill you. this is all done with just one wheel.

what your talking about seems like something that would be used for the whole level. so they are somewhat similar, but mine is for one specific spot and yours is for the whole level (or at least a chunk of it)
2009-02-18 16:21:00

Author:
RickTheRipper
Posts: 345


but if you have the switches set to dissolve, wont the piston just go automatically since it wont be hooked to a switch?...2009-02-23 20:01:00

Author:
Madafaku
Posts: 738


Uhm, i don't quite follow you...? I've never mentioned a piston anywhere o.O2009-02-24 16:07:00

Author:
ThommyTheThird
Posts: 440


Can't this be achieved by using multiple perminant switches?2009-02-24 20:46:00

Author:
GruntosUK
Posts: 1754


but if you have the switches set to dissolve, wont the piston just go automatically since it wont be hooked to a switch?...


Uhm, i don't quite follow you...? I've never mentioned a piston anywhere o.O

I think he wants to say that the connected items will go crazy since their switch doesn't exist anymore. Well you better put the switch beside the dissolve block
2009-02-24 21:25:00

Author:
Vanemiera
Posts: 329


I think he wants to say that the connected items will go crazy since their switch doesn't exist anymore. Well you better put the switch beside the dissolve block

yea thats what i meant.. dont know why but whenever im building switches in my head I always hook it up to an imaginary piston to test it out... IDK but yea thanks for clearing that up for everyone.

Edit: thommy btw no offence but what is your avatar of? is it a man exposing himself to an aligator or am I insane?... seriously no offence (allthough i dont think offence could be taken from that) but yea I just looked at it and I saw a man flashing a gator...
2009-02-25 04:23:00

Author:
Madafaku
Posts: 738


Can't this be achieved by using multiple perminant switches?

i think so.. umm heres a extremely crappy illustration i made in ms paint...

http://www.lbpcentral.com/forums/picture.php?albumid=267&pictureid=2489

idk theres probably tons of ways to do it.. but yea if the switches dissappear than whatever their hooked to will start to move uncontrollably
2009-02-25 04:50:00

Author:
Madafaku
Posts: 738


Umm not really... That's how permanent switches are created.

Key goes on the dissolve, and the switch is near it.

The only thing you would have to do is reverse the switch. So when the switch is near the key, it is off, and when the key disappears(or out of it's range, technically) the switch turns on. I've always done this for permanent switches and I've never had any problems.
2009-02-25 05:35:00

Author:
Whalio Cappuccino
Posts: 5250


Its a space saving perminant swich. If our using more than one in an area then it may come in handy. I have a one, two, and three trigger switch in my pop it saved i.e more dissolves in between the switch and key requiring more triggers from the player to activate it.

Setting it up how you've got now will be good for on settings, inverting the switch will make them turn off Putting the keys on dissolve will trigger it on, then off once the key is destroyed on the disolve.

It all still can be achieved by using a standard one though.
2009-02-25 06:53:00

Author:
GruntosUK
Posts: 1754


Umm not really... That's how permanent switches are created.

Key goes on the dissolve, and the switch is near it.

The only thing you would have to do is reverse the switch. So when the switch is near the key, it is off, and when the key disappears(or out of it's range, technically) the switch turns on. I've always done this for permanent switches and I've never had any problems.


well yea for a perminant switch, but what he was saying *i believe, not sure, and its like 2 am so Im not gonna go back and read it again* was that he wanted to destroy the dissolve with the switch on it, have the key fall onto another switch to trigger another event.. but the problem is that when the switch is destroyed the action will go uncontroled, because it would no longer be hooked to anything. It works fine if you destroy the key, but you cant destroy the switch without causeing some kind of problem.
2009-02-25 06:59:00

Author:
Madafaku
Posts: 738


Hm. I used this to controll the phases of my "John Doe" boss. When one phase is cleared one dissolve block vanishes and the Glas block with the key on it activates the next switch(at the right side of the dissolve block-row) which activates the next phase and deactivates the current phase.2009-02-25 11:51:00

Author:
Vanemiera
Posts: 329


i think so.. umm heres a extremely crappy illustration i made in ms paint...

http://www.lbpcentral.com/forums/picture.php?albumid=267&pictureid=2489

idk theres probably tons of ways to do it.. but yea if the switches dissappear than whatever their hooked to will start to move uncontrollably

This is one of the best ways to do it, although I recommend switching the switch with the key in the diagram, so the key falls past several switches, rather than one switch passing several keys. The advantage of this over the original suggestion is that it allows for "events" to occur in any order. In the first illustration and description in the OP the device is limited to only operating in one order. If you dissolve a lower block before the upper block it's event is skipped. Also, as previously mentioned removing a magnetic key switch does something very different than setting the magnetic switch to off. It makes the device unregulated.

I use one of these with some bosses. Basically, if the boss has lots of weak points for the player to target, you can use this to make it so the creature dies when all the blocks are dissolved AND you can make the boss perform special attacks at different points in the fight. For example, you can have the boss perform a super move when half the targets have been destroyed. The 'super move' is independent of which targets are destroyed. This can also be used to give sackboy bonuses such as an extra check point part way through a tough area.

Basically, I highly recommend using the set-up above, rather than the one initially described.
2009-02-25 14:10:00

Author:
dcf
Posts: 468


yeah, i'm sorry... I might not have thinked it trough, but i did indeed mean it in the way that you are now trying to explain. I didn't think about the switch being removed aswell. I was just thinking that the switch result would be "False", meaning the direction, or on/off setting would change. But since the switch will be completely removed as there is no object that it's attached to, the piston (for example) will just move on its own.2009-02-25 15:46:00

Author:
ThommyTheThird
Posts: 440


This is one of the best ways to do it, although I recommend switching the switch with the key in the diagram, so the key falls past several switches, rather than one switch passing several keys. The advantage of this over the original suggestion is that it allows for "events" to occur in any order. In the first illustration and description in the OP the device is limited to only operating in one order. If you dissolve a lower block before the upper block it's event is skipped. Also, as previously mentioned removing a magnetic key switch does something very different than setting the magnetic switch to off. It makes the device unregulated.

I use one of these with some bosses. Basically, if the boss has lots of weak points for the player to target, you can use this to make it so the creature dies when all the blocks are dissolved AND you can make the boss perform special attacks at different points in the fight. For example, you can have the boss perform a super move when half the targets have been destroyed. The 'super move' is independent of which targets are destroyed. This can also be used to give sackboy bonuses such as an extra check point part way through a tough area.

Basically, I highly recommend using the set-up above, rather than the one initially described.

yea thats what I meant to do, but I drew that late last night and my brain wasnt quite cooperating.. but yea I looked at it for like 12 mins saying "somthing doesnt seem right" but yea thats it... lol thanks.
2009-02-25 17:27:00

Author:
Madafaku
Posts: 738


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