Sign in or 

|
Mr.Red |
|
|
Nakatsu_Hime |
1. RE: using sensor switches
Dec 12 2008, 6:38 PM EST
If you're talking about springs like the springly platforms in Freda's Wedding, then you just need to fiddle with the springyness until they just support your weight.As for winches. it really depends on how you wish them to behave - they are a pain. I can never seem to force the starting position to where I want it to be. Remember, winches are by nature cyclic, unless there's something I'm missing here (most likely), so when they reach their uppermost position, they will go down again, whatever the case. Perhaps I'm wrong - I have been before. Do you find this valuable? |
|
Discosmurf |
2. RE: using sensor switches
Dec 25 2008, 6:49 AM EST
First and foremost, the winch: It depends on what you want to achieve, but anyhow it all boils down to how you route the signal from the sensor switch. There are many approaches to this, which is what I really love about LBP, but imo it is best to use either a permanent switch or a timed switch between the sensor and the winch:Permanent switches may consist of 1 slab of glass, 1 slab of dissolve, 1 magnetic switch and 1 magnetic key. Make a frame(for instance dark matter) and rig these parts so that the slab of glass rests on top of the dissovle. Place the key on the glass and the switch on the frame. Hook the sensorswitch to the dissolve and the magnetic switch to the winch. When the player enters the trigger zone, the dissolve eh.. dissolves.. allowing the slab of glass to slide down which in turn activates the magnetic switch and henceforth the winch. Permanently. If you want the winch to be active only for a certain timeperiod, you could use a timed emitterswitch. Make a frame of darkmatter and a block of sponge/whatever that fits into the frame. Put a magnetic key on the block and save it to your objects(ONLY the block of sponge+key, not the frame). Place an emitter on the frame and a magnetic switch that corresponds with the key on your saved "triggerblock". Now, hook the sensor to the emitter(One shot) and program the emitter to emitt the block inside the frame(also, program the lifespan for whatever period of time you want the winch to be active). Remember that this forces the player to retrigger the sensorswitch each time you want a new active timespan. This switch is useful when you have set the magnetic switch to "Direction" and want the winch to return to it's original starting point after a while(it's always annoying to die and then discover that the lift you just went up with is still up there when you respawn at the bottom..) Do you find this valuable? |
|
Nakatsu_Hime |
3. RE: using sensor switches
Dec 25 2008, 3:38 PM EST
I'm assuming the second question is for constructing bounce-pads. You use a piston linked to a proximity switch. The piston is set to flipper mode with a very small travel distance and time. Best to build a simple test setup to fiddle with the settings that suit you best.
Do you find this valuable?
|