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#1

a WHO logic gate?

Archive: 11 posts


ok i was looking around some sites about some uses fo logic gates and somewhere it said about a WHO gate where only a certain person can open this door so e.g 4 players 3 bobs and 1 frank...
the frank is the only one that can open the door using a sensor switch but the other cannot open the door... how do you make this gate?!
2009-02-20 02:39:00

Author:
Zommy
Posts: 1232


The only thing I can figure out is the number of player needed to press or open something. I don't think there's a way to decide "wich player". They are all identical sackboys...

.
2009-02-20 03:24:00

Author:
RangerZero
Posts: 3901


Yeah, its impossible. but hopefully they'll implement it in some patch with a count number of players switch too...2009-02-20 09:41:00

Author:
Marklin80
Posts: 458


I can't even see the point of something like this. Can anyone think of a common sense use for this in-game?2009-02-20 10:50:00

Author:
Rustbukkit
Posts: 1737


Give us a tool, we'll make it make sense somehow. I can't see this being made at all, though.2009-02-20 14:07:00

Author:
Inspectigater
Posts: 126


Yeah, the way LBP works makes this Logic gate impossible.. sorry ;(2009-02-20 14:14:00

Author:
ThommyTheThird
Posts: 440


Well if they implemented it it could be used in multiplayer puzzles... i'm not really sure how you could implement it, but it can be implemented in at least multiplayer puzzles.
EDIT: Oh i found another use! Have you ever wanted to be able to count how many sackboys have passed a certain place? Like if you want that the players should have a total of 15 lives on this boss, make an unlimited checkpoint and count how many times the player spawns and then destroy the current checkpoint and stop spawning new ones. This doesn't work if there are more than one player on a level as they will both spawn at the same time and only activate the sensor switch one time, but theres two spawns. This can be fixed if you have a who switch.
EDIT 2: A third use! with todays switches you can't count how many players there are playing your level, let's say that you want to open a different path for each of 1, 2, 3 or 4 players. This isn't possible with the switches we currently have but will easily be implementable with WHO switches.
2009-02-20 14:20:00

Author:
Marklin80
Posts: 458


And a counting switch could compensate for stuff. I've got some physics based launchers (catapult, stone elevator) in my levels. I've had to overpower them on 1 player to make them able to fire 4 players... If I'd know how many people were playing I could fine tune those nicer.

Any type of switch that MM will include will be found a use for and likely a lot of unexpected uses. Such is the beauty of LBP.
2009-02-20 14:50:00

Author:
Wyth
Posts: 263


There are other ways of counting how many players are in a level though... I'm pretty sure I've seen other threads on this; do a search.

What do you want to use it for? There are almost always other ways to accomplish specific tasks.
2009-02-20 17:05:00

Author:
Risen
Posts: 251


You could have a sticker switch which only you had the sticker to activate, but I tried this and the sticker eventually got overwritten with new pictures.2009-02-20 19:09:00

Author:
Sackmundo
Posts: 60


I'm working on a level right now in which it is absolutely vital that only one player enters a certain area. This situation doesn't require a count-player-switch like the one being discussed, but it does require something along that line. I managed the following solution (intervening switch-mechanics are required, but I'll leave this out of it for the sake of me getting to bed at a decent hour):

you make a 1-sackperson pod in one of the thick layers. It's vital that two players can't fit into it at the same time!! Now, in this pod you place a grabable something with a grabswitch. Of course, any switch will do, except for magnetic switches and sensors because their area of detection cuts across all layers, so these switches would activate even if the player is standing in a layer in front of or behind the pod. Instead, that switch should only be operated by the person that enters the pod. So, when the player enters the pod and grabs the sponge, the pod gets closed of by the thin layers aroud it (many ways to do that, pistons that move the screens in front of the pod for instance).

So now we have an imprisoned sackperson. A good thing he did it to himself. Anyway, taking this imprisonment-mechanic as the point of departure, there are many things you can do. I'll only give one and add two notes to conclude.

The one that seems most interesting to me is the idea of a gateway that only lets 1 person through at any given moment. To achieve this, you can place the pod in the middle thick layer. of course you have to make sure that walls in this middle layer separate the outer ones from each other, so that no one can cut past your gateway. Now suppose that the player stands in the first thick layer and has to use the pod to pass on to the last thick layer. To do this, the initial configuration of the pod should be: front thin screen open (so the player can enter) and back thin screen closed, so the player can't move on until he grabs the switch. When he does, the front screen should close off the pod for other players and for himself (preventing him from doing a prison break). At the same time the front screen closes off, the back screen should open so the player can move on through to the other layer. A second switch should be placed here for him to reset the pod and let other people pass through.

If you're still following, there are two other functions I would like to mention:
1) You could use a series of permanent switches that determines how many times the gateway can be used before it stops working. This would effectively limit the number of players that can make use of the route that the gateway is blocking.
2) Now, I got to this point rather dashingly I hope, but apart from that I must have the intellectual stamina of a dead vole because I completely forgot what I intended to put here. I'll finish with this instead: I said at the beginning that I would skip all the switches involved, and there are rather a lot of them actually, because the two switches did I mention - the switch in the pod and the reset - are supposed to be ordinary one-shots. By 'are supposed to be' I mean that it can and should actually work that way. Some mechanics in my upcoming level are much more complex than this, but still perfectly straightforward if you keep watching them in action a bit. In connection with this, I can commend LordCanti's copy-able level 'just an example' (at least that's what I think it's called). In it you'll find an upside down grinning-mouth-with-eyes kind of switch that works like a two-way switch BUT is operated by a one shot grab-switch (the way he controls two doors with this switch actually shows how you should make the screens on the pod move). You should start by watching this thing in action a bit. I learned a lot of this and I can tell you it's one of the basic components you'll need for the gateway.

*edit:* When I said there were a lot of extra switches required, it was the dead vole in me talking. I just realized that you only need one thing besides LordCanti's one-shot threeway. It's pretty simple but by now I'm to lazy to put it in words... sorry. If anyone is interested, let me know and I'll explain when I'm in the mood again.
2009-02-20 20:50:00

Author:
Wonko the Sane
Posts: 109


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