Need Logic Wiring Help - Opening the Door
The concept is simple...I just don't know how to do one connection.
The puppet walks up to safe. That turns on the ability to control the door. You press "Square" and the door opens.
I have the area sensor in place. It's connected to the power of the Controller sensor (I keep wanting to call it a controllinator).
The hinge with a motor bolt is in place. I have the limits turned on and set. That all works fine.
What I can't figure out is what the replaced the "action" with. In LBP, you could switch the action from back and forth, one direction, in and our, etc. But I can't find this option on the new version of bolts.
What do I need to wire the Square button to, to make the door open. I know I'd need to hold down the square as I have it wired right now. Don't worry about permanent switches and the like, I think I got that. I'm just focusing on the basic action right now and I'll add the more complex logic later.
I also keep getting to the point where it almost works, but the door wants to start in the open (largest angle) position as soon as it has power then close to the closed position (tightest angle). I can't figure out how to reverse the bolt action.
If anyone can give me the 101 on how to wire the basic up to make it happen, I'd appreciate it.
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Check this out: https://youtu.be/KknE8BfAros
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It might be less hassle to use a simple bolt and keyframe the door open or closed
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Can you "@" people here?
@CLOUD1985
Can you explain that a bit more? -
If you replace your motor bolt with a normal bolt (non motorised) and place a keyframe down. The keyframe auto enters record mode so you can use your imp to pull the door open on the bolt (the bolt acts as a hinge) then exit the keyframe record with L1 + O and when you now power the keyframe on the door will open.
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Thank you!
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As thebiv said, try to check the keyframes. They are very powerfull tool and can help you achieve a lot of stuff that was complicated in LBP.
The important point is that it can be used for more than animation.
Basically when you create the keaframe you will record new state of the object. You can change their location and rotation. But also any other properties (color, size, visibility.... basically anything in the tweak menu can be changed via keayframe)
Then if you activate the keaframe by the logic, it will change the state. And the best part is that you can do the change smoothly. One option is on the timeline (just put there two keyframe and set up smoothing.). Or you can use the signal strenght. So if you record some change and power the keyframe with the 50% signal if will change just a half way. If you use some signal generator with smooth sinusoid, it can go there and back smoothly.
Keyframes mean that lot of stuff you had to do with movers, bolts, motors and signals can be simply just configured manually. -
Thanks Agarwel
And i see you have been helping in a lot of threads. I thank you for this. It can be very frustrating to see threads sitting without a response....especially when you really need help. You should get a medal.
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