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Piston movement

Archive: 3 posts


Is there a way to stop a piston before it reaches its length?
Example: A piston is set to 100 reach, is there a way to set it up (with extra logic) so it will stop at 80, 60, even 40?
Need It for the back/ forth movement for the bad guys in 'space invaders'.
I am testing out a few other options, more complex. But I want it simplified.
If I have 5 rows of bad guys going from side to side, and I shoot the 1st or 5th line the rest should still go all the way to each side and not leave 'a gap' where the shot ones were.

Any thoughts on how it would operate, please leave an idea.

I am playing with the idea of having the bad guys in a 'custom harness' using 'forcefields' as limiters that will dissapear when 'line' is shot, which will increase the distance it can travel side to side.
But the problem comes up when you 'slam' a rocket attached dynamic object into a non-dynamic object. It has a really high chance of fusing/glitching together or even going straight through.

So the bad guys being controlled by a piston with 'stopping ability' probably would be best.
2014-10-17 09:57:00

Author:
valious2corvus
Posts: 171


Edit: scratch that, i'm an idiot... didnt realise this was LBPK -_- Take a read anyway, it might still apply, but I have no idea..

One way you can dynamically control piston extension is with additional connections:

Attach invisible winches where the piston is.

Set their max reach to 100+

Set their min reach to whatever you want the constraint to be, eg 80.

Have them inverted by default, so that they don't restrict the piston.

When a certain winch is activated, it will shrink and constrain the movement of the piston.

You will need a seperate winch for each interval.
2014-10-17 11:54:00

Author:
samalot
Posts: 591


Is there a way to stop a piston before it reaches its length?
Example: A piston is set to 100 reach, is there a way to set it up (with extra logic) so it will stop at 80, 60, even 40?
Need It for the back/ forth movement for the bad guys in 'space invaders'.
I am testing out a few other options, more complex. But I want it simplified.
If I have 5 rows of bad guys going from side to side, and I shoot the 1st or 5th line the rest should still go all the way to each side and not leave 'a gap' where the shot ones were.

Any thoughts on how it would operate, please leave an idea.

I am playing with the idea of having the bad guys in a 'custom harness' using 'forcefields' as limiters that will dissapear when 'line' is shot, which will increase the distance it can travel side to side.
But the problem comes up when you 'slam' a rocket attached dynamic object into a non-dynamic object. It has a really high chance of fusing/glitching together or even going straight through.

So the bad guys being controlled by a piston with 'stopping ability' probably would be best.

Yep. You can stop it with a sequencer. Use a battery on the sequencer circuit board connected to the input of the piston. Adjust it's position on the sequencer circuit board to where you want the 'stop' to happen, leave it on a loop and it'll stop the invaders at each 'end' or wherever you want.
2014-10-17 18:25:00

Author:
Scorpio1357
Posts: 460


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