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#1

Help ending enemy attack after event

Archive: 7 posts


Hey all, I hope someone knows how to do this...

I have 2 enemies and three moving platforms that are activated by a sensor switch. Once you have completed a task I would like the enemies to become inactive...sounds simple right?

Well the 2 enemies are moving and firing at you (which have protected brains that have wheels and follow you) but they are out of sight and you are unable to kill them. They are moving over head and firing down (with laser turrets) to prevent access to a plane where paint switches are. (you have to take out the paint switches to finish the task and stop the enemies) I want these 2 (brained enemies) to stop firing at you when the paint switches have been hit.

I also have 3 moving platforms with modified Laser turrets that are filling the same function on the level below (also activated by the same sensor switch attached to the moving walls pistons)

6 paint switches in all must be hit to stop the enemy action and activate the escape door.

The 3 moving platforms are hidden behind moving walls. When the walls go up the mag switches are activated causing the turrets to fire. They continue moving up and down giving the player a chance to access the plane with the paint switches.

Right now when you finish the task sometimes the walls are in the up position so the turrets continue to fire and the overhead baddies do so as well.

I would like the walls to come down (after all paint switches have been hit) so all action is stopped.

Not sure if there is a way to do this with my current setup and hopefully I have been descriptive enough to properly explain the scenario.

Please let me know if you need further clarification.


Thanks in advance for any help or advice.
2009-03-14 16:12:00

Author:
AJnKnox
Posts: 518


Use AND switches (basically a magnetic key and magnetic key switch on two pistons so the magnetic key only activates when both pistons extend to the center).

Have the sensors set to directional and tied to the piston on the magnetic key switch so it moves into position when the sensor is activated.

Make a permanent switch that deactivates when the objective is completed. That one is also a directional and is tied to the piston connected to the magnetic key.

What this does is make it so the sensors slide the key switches next to the magnetic keys. However, once the objective is complete the magnetic keys slide back so they won't be in the switch's range.
2009-03-14 17:24:00

Author:
dcf
Posts: 468


Use AND switches (basically a magnetic key and magnetic key switch on two pistons so the magnetic key only activates when both pistons extend to the center).

Have the sensors set to directional and tied to the piston on the magnetic key switch so it moves into position when the sensor is activated.

Make a permanent switch that deactivates when the objective is completed. That one is also a directional and is tied to the piston connected to the magnetic key.

What this does is make it so the sensors slide the key switches next to the magnetic keys. However, once the objective is complete the magnetic keys slide back so they won't be in the switch's range.

I believe I understand what your saying...

But the walls in question move up and down allowing the turrets to stop firing periodically giving you a chance to access the plane to hit the paint switches.

Wouldn't your set up only move the walls up until they hit all the paint switches, and then close them?

Thanks for your suggestions BTW!
2009-03-14 17:36:00

Author:
AJnKnox
Posts: 518


I believe I understand what your saying...

But the walls in question move up and down allowing the turrets to stop firing periodically giving you a chance to access the plane to hit the paint switches.

Wouldn't your set up only move the walls up until they hit all the paint switches, and then close them?

Thanks for your suggestions BTW!

If you wire it correctly, they will still stop firing periodically.

The trick is the piston with the magnetic key will retract once the challenge is over. The piston with the magnetic key switch will retract and extend periodically during the challenge (as determined by the sensor). Only when both are extended will it fire.

Said another way, you can have it stop firing periodically, by changing the sensor from on/off to directional (and possibly inverted depending on the current set-up) and hooking it to the magnetic key switch's piston. The magnetic key switch is set to on/off and hooked to the firing mechanism. In this manner when either piston is retracted the mechanism stops firing.

Hope this helps!

*************

Alternatively if you don't like logic gates, you can place the emitters on dissolve material and just dissolve them at the end. To make dissolve material not green you can use stickers.
2009-03-14 20:11:00

Author:
dcf
Posts: 468


I made what I call a "start-stop" switch...

When you want the event to start use a switch of some kind (like a proxi switch) to be the moment when something starts.

this triggers a block of dissolve material to cause a magnetic key to fall down to the proximity of a magnetic switch... This is attached to a piston that is set to pull away when the event is supposed to end...

so if you had an emitter shooting out plasma balls set to that magnetic switch, it will stop shooting when the piston pulls away...

just set everything to start and stop based on this one switch.
2009-03-14 20:42:00

Author:
dobi6
Posts: 359


Set 6 different coloured, huge radius, directional, inverted, mag switches in the middle of your area (making sure their prox is within range of all paint blocks) and attach their counterpart mag key to one of each of the blocks that the pain triggers are attached to.
Set an AND switch for all 6 switches, and attach them respectively. So when they've all been destroyed, the AND switch will be fully activated!

Either make your enemies out of disolve or put up a piston activated barricade, and connect this to the AND switch output.
Then, whenever all the paint targets are shot, the AND switch activates, the enemies dissolve, or are blocked by the barricade and presto! Simple really, send a message if you need any help (if you use this method, it's defo an easy method)
2009-03-15 01:57:00

Author:
Pinchanzee
Posts: 805


Set 6 different coloured, huge radius, directional, inverted, mag switches in the middle of your area (making sure their proxy is within range of all paint blocks) and attach their counterpart mag key to one of each of the blocks that the pain triggers are attached to.
Set an AND switch for all 6 switches, and attach them respectively. So when they've all been destroyed, the AND switch will be fully activated!

Either make your enemies out of dissolve or put up a piston activated barricade, and connect this to the AND switch output.
Then, whenever all the paint targets are shot, the AND switch activates, the enemies dissolve, or are blocked by the barricade and presto! Simple really, send a message if you need any help (if you use this method, it's defo an easy method)

Wow! That made my head swim! But I think I followed what you were saying. In the end I had the right solution all along...Doh! I just didn't have my radius set big enough to hit the mag switch to operate the moving doors! Thank you for your help and suggestions! Moderator can close the thread.
2009-03-15 18:03:00

Author:
AJnKnox
Posts: 518


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