Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Help! [Archive]
#1

Need help on a 3-way switch attached to a proxi

Archive: 23 posts


I want to make a lift that you can control with a 3-way switch set to direction so you can go up and down at will, but if you fall off will go back to it's original position on the ground.

I assume I need to make some sort of modified "state" logic switch, but can't figure it out.

Obviously the 3-way can't go straight to the winches or pistons or whatever I will use.

But I am flumoxed over getting it back to the ground if you fall off part.

Any help would be great!
2009-03-09 16:42:00

Author:
dobi6
Posts: 359


You could simply attach a winch between the 3 way switch's lever and the floor. The proximity switch (set to directional) would detect Sackboy's falling off and pull on the 3 way switch so that it goes down.2009-03-09 16:47:00

Author:
Gilgamesh
Posts: 2536


You could simply attach a winch between the 3 way switch's lever and the floor. The proximity switch (set to directional) would detect Sackboy's falling off and pull on the 3 way switch so that it goes down.
Heh, yeah I suppose that's a pretty simple way to go about it. Nice one : ) You'll just have to remember to give the winch a low strength so that way you can pull against it and make the lift go up when it's at the bottom of the shaft.
2009-03-09 16:55:00

Author:
Inspectigater
Posts: 126


That is a good idea... Though I was hoping for something a little more elegant (in other words, didn't show on screen)2009-03-09 17:49:00

Author:
dobi6
Posts: 359


The only way to have a piston/winch controllable in both directions by multiple inputs is to use a remote 3-way. It works like it was said before, just attach 2 winches or pistons to a 3-way and put it off-screen. You can then have one (or both) of those winches/pistons controllable by multiple inputs via OR Gate.
You can link the on-screen 3-way to the off-screen 3-way if you still want to control the lift with the 3-way. Alternatively you can control the remote 3-way with grab switches/buttons etc.
2009-03-09 17:54:00

Author:
Shiwayari
Posts: 167


Hi dobi6, I make nearly all my lifts like that because i've played too many levels where the creators don't take falling off into account and you end up getting stuck with no way to continue ( particularly annoying if your'e a long way through the level and have to start again ). However I don't understand all these complex logic switch thingies so I make mine as simple as possible by just attaching a sensor switch to the exact centre of the lift floor where you stand , setting the radius to very slightly inside the outermost edges of the lift,attaching to the lift piston direct and setting to direction. It's simple and effective and only uses 1 switch which you set to invisible. I have some in my MGS levels if you want to see them in action ( 1 in the bosses level and several in the Red Eagle level ). I am working on a lift at the moment that stops at each of several floors in turn with only 1 input required for each movement and it only uses 4 wires and pistons. It's almost there , not perfect but good enough for general use but may be able to tweak it a bit more. Let me know if this helps at all.2009-03-10 12:09:00

Author:
mistervista
Posts: 2210


Hi dobi6, I make nearly all my lifts like that because i've played too many levels where the creators don't take falling off into account and you end up getting stuck with no way to continue ( particularly annoying if your'e a long way through the level and have to start again ). However I don't understand all these complex logic switch thingies so I make mine as simple as possible by just attaching a sensor switch to the exact centre of the lift floor where you stand , setting the radius to very slightly inside the outermost edges of the lift,attaching to the lift piston direct and setting to direction. It's simple and effective and only uses 1 switch which you set to invisible. I have some in my MGS levels if you want to see them in action ( 1 in the bosses level and several in the Red Eagle level ). I am working on a lift at the moment that stops at each of several floors in turn with only 1 input required for each movement and it only uses 4 wires and pistons. It's almost there , not perfect but good enough for general use but may be able to tweak it a bit more. Let me know if this helps at all.


Kind of like an elevator with floor-buttons so that it automatically stops at different levels? If anyone figures out how to achieve this effect I would love to know how.

PS I'm suprised I don't see more elevators controlled by a switch/emitter combo, that way if you do fall off you just hit a switch and make a new elevator appear in its default position, or would the piston-self-adjustment thingy make this not work well? If not, then a winch instead of piston would work.
2009-03-10 17:23:00

Author:
mindphaser74
Posts: 349


You could use the mechanism I used with the POD at the beginning of Splat II. It's pretty much an elevator which you can steer.

Here's what I did (kind of similar to what MindPhaser suggested):

I created an "Elevator" (pod) as an object. Set an emitter in the level to emit it into place. A sensor switch off-screen emits it into place (set to max at once 1)

So, if the player uses it and dies, it reappears as they walk back onto the screen seemlessly.
2009-03-10 17:59:00

Author:
CCubbage
Posts: 4430


oops...

Thanks MisterVista...

What I was thinking of in my head was a lift that would first go up, and then the 3-way switch would go right and left... I wanted to make a puzzle section that you have to do a series of things up high, and if you fall off or die, the lift would go back down to its original spot.

I am sure there is some way to do it, the proxi/piston thing might just do it, if you could use that for the up-down, and the 3 way to get left and right...

maybe I could do some sort of swingy-swingy area to have to get back to it if it is way on the wrong side.

Thanks for the idea... I don't know why I was trying to make it so hard.
2009-03-10 18:16:00

Author:
dobi6
Posts: 359


dobi6... couldn't you have an elevator that is emitted, and that elevator consists of 2 pistons (one for up/down, the other for left/right), with both pistons controlled by seperate 3-ways on the elevator platform? It would be 1object, but you could steer it anywhere in the level. But maybe I'm not understanding the scenerio properly.2009-03-10 18:24:00

Author:
mindphaser74
Posts: 349


Yeah... I probably could have it emitted... but I like the idea of it lumbering back down to it's start position.

maybe just too hard
2009-03-10 20:05:00

Author:
dobi6
Posts: 359


Remote 3-way switches are a pain.

What you need is to combine directional 3-way input with a state switch so that the elevator's directional input (3-way switch) is overridden by a DOWN command when sackboy is outside of the elevator radius. You will have to connect the elevator's 3-way switch to a remote 3-way switch, then add an override to the remote 3-way that ignores the elevator's switch when sackboy is not around.

An elegant solution is going to be complicated, but if you want to try, you can pull the remote 3-way switch out of my AMECS: Intelligent Elevator Control level (it's copyable). Understanding its function requires a bit of knowledge of logic programming, but it should make sense. From here, all you would need to do is add the override that forces the elevator downwards if sackboy is not within range of the prox sensor. (you can simply emit a control block into the DOWN slot whenever sackboy isn't around)
2009-03-10 20:22:00

Author:
Thegide
Posts: 1465


I knew it had to have some sort of logic gate (prob 2 - one for right left, and one for up down)

I will check out your level

Thanks
2009-03-10 20:49:00

Author:
dobi6
Posts: 359


I took up the challenge and published two levels which each demonstrate another type of 3-way fool-proof elevator. The simpler one simply goes back down automatically when a sackperson exits the elevator cabin. The other one has a call-back function. So this one stays suspended wherever the last sackperson left it, until someone (the same sackperson in the event that he fell out of the cabin or another passer-by) hits the call-back button at the ground level. The cabin then comes down again.

The levels are called "object demo 1 & 2:...". My PSN is F_hydrocephalic. Both levels have price bubbles that contain the controls and are copyably! Because I think these elevators are useful things, I'll create a separate thread for them in the object showcase section. I hope you guys like them!
2009-03-12 18:26:00

Author:
Wonko the Sane
Posts: 109


Sorry I didn't reply to this before today, but I am so going to get that stuff right now

Thanks again - gonna give you a credit line in my level
2009-03-14 15:22:00

Author:
dobi6
Posts: 359


I see your problem and i was wondeing, wouldn't it be a lot easier if you just were to put a checkpoint IN the Elevator so if the player falls he can just pop and re-spawn back up there?
Well, altho maybe there's not enouh space in the elvator, i don't know, just putting a suggestion.
2009-03-15 19:56:00

Author:
Silverleon
Posts: 6707


You could make it look quite sheek by making a fancy little mechanism that hides the switch when they aren't in the lift. (like mechanically pulls it into a compartment and covers it up as if it isn't there)

This would look pretty cool imo, walking towards what looks like an empty box, but when you get in it, a lever emerges from the floor. (ie, the cover retracts back, then the switch is pushed up).
?

Scrap that, just realised it has to be 3-way, so it would just get stranded if you fell out..
2009-03-15 20:51:00

Author:
Pinchanzee
Posts: 805


You could simply attach a winch between the 3 way switch's lever and the floor. The proximity switch (set to directional) would detect Sackboy's falling off and pull on the 3 way switch so that it goes down.

just thought of a way to use this and keep it elegant
Instead of a winch, make it a block of tiny invisible rubber (or the invisible glitch material) which is pushed by an invisible piston, to push the switch down
Then it'd look like it was automated, which would be pretty cool

(sorry for the double-post, had to quote)
2009-03-15 20:56:00

Author:
Pinchanzee
Posts: 805


I see your problem and i was wondeing, wouldn't it be a lot easier if you just were to put a checkpoint IN the Elevator so if the player falls he can just pop and re-spawn back up there?
Well, altho maybe there's not enouh space in the elvator, i don't know, just putting a suggestion.

Yes, I could... But the purpose for this was not for a general elevator, but for a lift for a puzzle. If they die, I could put the spawn point there, but I don't think it would look as cool.

2009-03-15 21:47:00

Author:
dobi6
Posts: 359


Yes, I could... But the purpose for this was not for a general elevator, but for a lift for a puzzle. If they die, I could put the spawn point there, but I don't think it would look as cool.



Hmm.. didn't know that, well, i'll see if i come up with something for that, or you could try to make the CP blend in with the back of the elevator(paint it the same color) of if its electrified/in fire you can electrify/set on fire the CP.
But still, i'll try to figure out a way to do that thing you're talking about.
Or was it answered already?
2009-03-15 23:37:00

Author:
Silverleon
Posts: 6707


Thanks again - gonna give you a credit line in my level


With pleasure. Elevators are a bit of a dull subject but I really enjoy trying to make something work as intended. I greatly appreciate it that you would give me credit, but don't feel obliged to go out of your way for it! Also, I almost finished a more complete type of elevator, be sure to look out for it. Cheers.
2009-03-16 00:21:00

Author:
Wonko the Sane
Posts: 109


I have just finished building the "elevator", it can be controlled with a 3-way switch to go up and down at will, and will return to the bottim if the player falls off, just as specified at the begining.
Tho i don't think i know how to explain it here, i could only explain it in the level. So if anyone wants to see it or just wants know how is made, just end me a message(through PSN) and i'll be glad to show you.
2009-03-16 03:44:00

Author:
Silverleon
Posts: 6707


hay guys, I just published a level with call buttons and floor selection just like a real elevator! I'm planning to add a mechanical locking system to make it stay level with the floor. To check it out, you'd have to grab the key to unlock it in my infinite checkpoint level.

Cheers
2009-03-17 03:04:00

Author:
snowflakecat
Posts: 102


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.