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Never rub another man's rhubarb.
Technical Issue
Ok, I have to ask this here because I haven't been able to figure out how to make this work in game. I have a platform that moves across a gap when the sackboy stands on said platform. Around this platform is poisonous gas and this is why I need to solve this issue. If the sackboy falls in the gas then he obviously restarts at a checkpoint before the gap but he is sort of fucked if the platform is in the middle of the gap and he can't reach it. So, when the sackboy either reaches the end or has to respawn at the beginning I added a winch to the platform to pull it back to the start point. When it starts out it is fine but after it restarts by pulling it back to the start, the next time the platform starts moving out it stops about 3/4 of the way and starts moving back and forth like the winch is stuck. Once this happens, I can't even get the switch to activate the winch to pull the platform back. Is anyone else having any issues like this? If so, how in the HELL did you fix it? I'm beginning to think im going to have to add a reel and a string to rope the platform back to the start with a motor bolt but then I'm not sure as of yet if something attached with a motorbolt can rotate freely if power is removed from said bolt.
EDIT: Before you say, why would you want to do that? Why not just make it a bridge? Well, there are some other mechanics that will be added to it to make it not so easy to get across but I wouldn't want to ruin the surprise.
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Winches and Chains annoy me sometimes... and i think that in time it will become clear what the best way to create them is. I am unsure if you should have it built at its fully extended length BEFORE you pull it back to its start, or if you want to build it at its starting point and then extend the chain/winch length after it is placed. I think that is what causes the stutters and the inconsistent movement.
Another idea... create an emitted cart?
Build your moving cart totally, my suggestion being to use a Red Button switch on it set to "<-- --> Direction" which will only work if the player has the freedom to be able to hop on the button to change its direction (if you even need him to). If hopping isn't an option, place a Proximity or Grab Switch on it.
Build it totally, switches and all then save it as an object. Now at the starting platform set an emitter and set a proximity switch on that platform as well. Set the Prox. Switch to "One Shot" and then tweak the emitter to emit your cart. No Velocity, set your lifetime on the object to a long enough amount of time that even a noob could get across (or the cart will dissolve mid crosssing) and set the emitter to ONLY emit 1 of the carts at any given time.
This way, if the player falls in, they are warped back to the checkpoint and another cart will "spawn".
Or... keep fookin with that chain and see if you can get it to work right... i hate winches -.-
** The only thing i am unsure of is how switches work on Saved Objects. A red button pre-built on the cart may or may not work when it is emitted. I don't see why it wouldn't though as all of the workings are internal within the Saved Object.
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Never rub another man's rhubarb.
That's actually a good idea but I'm definitely going to have to do some testing to get a good length of time set. I hope they fix this, what I'm considering a bug, thing with the winches and pistons. I wonder if there is a way to sort of attach a switch to the emitter or something along those lines to make a new cart show up.
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You have to attach a switch to the emitter however you use it, yes. In the level i am using this technique on, i use a proximity switch. You can use any kind really, just make sure that whatever switch you use is set to "1 Shot" so it will only ever emit one of the item. Even setting the emitter to a Max of 1 will not always work how you want. The combination of that AND 1 Shot on the switch will be much less glitchy.
As to the Winches and Chains being bastards... I wonder more and more just what exactly Sync does. I don't remember hearing anything in any tutorials about it but who know... maybe it was in the ONE tuturial that is glitched and in Japanese =P
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Never rub another man's rhubarb.
Well, I got the cart made as an item and hooked a proximity switch up to the emitter and it's working like a charm. I haven't set the switch to one shot yet though so I guess I'll do that to make sure nothing fucks up.
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Never rub another man's rhubarb.
Also, I noticed you said that you have to attach a switch to an emitter no matter what. You actually don't have to do that, you can have the emitter running the whole time without a switch. I realize there isn't really any benefit you can get from this but I can possibly see that having a switch would only allow it to run part of the time and possibly cause less lag? I'm not sure.
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Oh? Oh wait, that is right you have to SET the emitter to be triggered by something right? Sorry, yeah, i have so far only ever set it to be triggered by a switch so my brain was on Switch Mode. Now that i think about it i do remember a level that had a diving fish being emitted and it was obviously just running non stop.
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Never rub another man's rhubarb.
I don't think you have to actually set the emitter to be triggered as just attaching the wire from the switch to the emitter worked just fine for me. Didn't have to tweak any settings regarding the switch in the emitter itself.