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Mine cart claw lift/self propelling mine cart/music

Archive: 13 posts


In my haunted mine level, I have a part where the player either drags or rides a mincart over a short track, and at the end, a pincer comes down, grips the cart, and lifts it up.

That's what is supposed to happen.

I need 2 things:

a) The mine cart to propel itself, so the player can just sit in the cart. Right now the player has to pull the cart along. I don't want to use motor bolts, because that involves using a system to trigger it, and I want to make sure that everything fits the mining theme. Hidden mechanisms are ok. SOLVED

b) The claw to come down when the cart is in place, and lift up again when it has the cart firmly in it's grip. The only mechanism I have in place at the moment, is to close the claw when it is is hovering over the cart, by way of magnetic switches and wobble bolts.

I am using 'Iron Mine Cart' if that helps.

Anyone got any ideas?

I also have a problem with music. Whenever I have music in a level, doesn't matter about the type, level connection, visibility etc, it will play in create mode, but not in play mode. I made a level called 'Music Test' with different types of music, on different visibilities, on different triggers. Could someone please play it quickly, and tell me if you can hear the music, either on here or in the comments. SOLVED

PSN: goaliekid
2009-03-16 17:46:00

Author:
InsanityV2
Posts: 30


If you want the cart to propel itself, you have 2 options... One, use motor bolts, and triggering circuitry that is off screen (like a proxi switch that sets off a switch of some sort that runs your motor bolts).

The other option is to put the cart on the front or middle layer and but the mechanism on the first layer, and then put a thin layer inbetween (the motor will still push the cart, and you won't see it). Then it will fit with your mining theme, as you won't have visible motors.

as for the claw, you really will need to have some sort of magnetic or proxi switch activate the claw when you are in a certain point, or pass a certain point.
2009-03-16 18:03:00

Author:
dobi6
Posts: 359


If you want the cart to propel itself, you have 2 options... One, use motor bolts, and triggering circuitry that is off screen (like a proxi switch that sets off a switch of some sort that runs your motor bolts).

The other option is to put the cart on the front or middle layer and but the mechanism on the first layer, and then put a thin layer inbetween (the motor will still push the cart, and you won't see it). Then it will fit with your mining theme, as you won't have visible motors.

as for the claw, you really will need to have some sort of magnetic or proxi switch activate the claw when you are in a certain point, or pass a certain point.

I don't understand what you mean for most of that, could you explain it a little clearer please?
2009-03-17 21:47:00

Author:
InsanityV2
Posts: 30


When you glue a thick layer object on the front layer to a thick layer object on the middle layer, you can still slide a thin-layer object between them. This means you can duplicate your track on the back layer, but a block with some wheels on it, and glue the cart to this on the middle layer, and slide a background between them. This hides the block in the back layer, but also means the movement works fine.2009-03-17 22:08:00

Author:
dawesbr
Posts: 3280


A much easier method would be to use an invisible piston (minimum length set to zero) attached off screen and set to "Is It Stiff?"= No. Then it can just pull the cart along, but you don't see the mechanism. Be carefull how fast you set the piston though, cuz if it's too fast, it will launch that cart like a rocket on your first unlevel portion of track.

(FYI - Pistons - visible or invisible - will operate through other materials on your level. So you can attach this piston off screen even if there are obstacles in it's path).
2009-03-17 22:19:00

Author:
v0rtex
Posts: 1878


Except that the invisible piston is not completely invisible. You can see the hardware of it sticking out of your cart. (though to be fair, you can hide the hardware by setting your camera up right so you can't see it on the cart)

Also, you are forced to have it set to a minimum distance of zero.

I use them, and they are helpful, but they are limited too.

Whether you use an invisible piston or hide the mechanism behind a wall of thin material will depend on what the circumstances or limitations of the track, and the motion requirements.
2009-03-17 22:44:00

Author:
dobi6
Posts: 359


Ok, thanks for all the suggestions, but I tried the piston idea and it doesn't work, I need the cart to be able to be lifted by the claw as in question b., also, having 0 min-length makes it lift the cart up at an angle when it is at min length.

Any other ideas?
2009-03-18 15:22:00

Author:
InsanityV2
Posts: 30


Except that the invisible piston is not completely invisible. You can see the hardware of it sticking out of your cart. (though to be fair, you can hide the hardware by setting your camera up right so you can't see it on the cart)

Well, that's only partially true. The hardware on an invisible piston only shows on one end (whichever end you connected it to first), so if that end is off camera, it literally becomes invisible.


I tried the piston idea and it doesn't work, I need the cart to be able to be lifted by the claw as in question b., also, having 0 min-length makes it lift the cart up at an angle when it is at min length.


Try it like this: Have the piston attached to a block of dissolve off camera. When your cart comes to the point where you want it to stop, place a mag switch (with corresponding key attached to cart) that will trigger the dissolve. When the dissolve goes, so does the piston. Your cart is where it needs to be, not being tugged up/down by a piston, and fully accessible to your claw.

Would that do the trick, do you think?
2009-03-18 15:48:00

Author:
v0rtex
Posts: 1878


Well, that's only partially true. The hardware on an invisible piston only shows on one end (whichever end you connected it to first), so if that end is off camera, it literally becomes invisible.



Try it like this: Have the piston attached to a block of dissolve off camera. When your cart comes to the point where you want it to stop, place a mag switch (with corresponding key attached to cart) that will trigger the dissolve. When the dissolve goes, so does the piston. Your cart is where it needs to be, not being tugged up/down by a piston, and fully accessible to your claw.

Would that do the trick, do you think?

Great idea!

I'll try that now.

I'm still looking for a solution to the claw and music problems though.

EDIT: Problem. The piston won't move at all. Any ideas?

EDIT2: fixed.
2009-03-18 16:12:00

Author:
InsanityV2
Posts: 30


Music problem solved.2009-03-20 15:18:00

Author:
InsanityV2
Posts: 30


Regarding the claw, it sounds like you have the part where it closes but not the part where it comes down.

I would probably have the piston for lowering the claw (or winch) start when the cart gets to a certain spot, by way of mag switch. Then have the cart close using a mag switch on the cart.

Do you have to have the claw open when you get somewhere?
2009-03-20 15:38:00

Author:
dobi6
Posts: 359


Regarding the claw, it sounds like you have the part where it closes but not the part where it comes down.

I would probably have the piston for lowering the claw (or winch) start when the cart gets to a certain spot, by way of mag switch. Then have the cart close using a mag switch on the cart.

Do you have to have the claw open when you get somewhere?

You're right, I already have opening and closing fugured. I don't need it to open, as there will just be a platform to jump on to.

That's a good idea, and do you mean by having the key in the right place, so the claw comes down at the same time as the mine cart arrives?
2009-03-23 14:24:00

Author:
InsanityV2
Posts: 30


You're right, I already have opening and closing fugured. I don't need it to open, as there will just be a platform to jump on to.

That's a good idea, and do you mean by having the key in the right place, so the claw comes down at the same time as the mine cart arrives?

Exactly... You can do it a few ways...

But a simple way to do it is to have a mag key on the cart and a mag switch where you want it to trip the claw...

If the claw is supposed to go back up when it has grabbed the cart, then you want to make what I call a start stop switch.

Start out with a standard permanent switch ? a block of dark matter with a hole cut out - filled with dissolve material. This keeps a cylinder with a mag key on it from falling into the proximity of a mag switch at the bottom (this mag switch should be set to direction). The dissolve material will be triggered by the mine cart's mag switch (set to on off). Now, instead of having your mag key on your permanant switch fixed at the bottom, have it attached to a block going off the the side via a piston. So just as the mag switch for the cart triggered the dissolve material, have a mag switch (set to direction) on the claw trigger the piston to pull away after it is done closing. This will cause the mag switch on the permanent switch to pull away and no longer be in the proximity of the mag key that had fallen down, which causes the claw to go back up.

I have made a permanent switch I can put in a level to give you, if you need. I could put some comments on it to say what to do.

All that would be necessary at that point would be to tweek the speeds of things and proximity ranges of the mag switches.
2009-03-23 14:49:00

Author:
dobi6
Posts: 359


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