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#1

Paintball capture fixed by CY?

Archive: 57 posts


Hi all, i've just been trying to use some captured paintballs in my next level but have discovered that for some reason they only last for a few seconds.
I've used captured paintballs before and never had a problem. They always lasted an infinite amount of time until they splatted against something. Since Cornish Yarg I can still capture them but when i choose them from my popit they only last for 2 seconds in unpaused mode. I've tried emitting them with an infinite lifetime but they still only last for 2 seconds.
I still have 1 paintball I captured before CY and it lasts forever. But when I try with newly captured balls they don't last.
Anyone else experienced this or got a fix for it?
2009-05-05 14:07:00

Author:
Frogmeister
Posts: 236


I just went and captured a paintball, then emitted it, and you are right, it disappears after a couple seconds. That's pretty strange.2009-05-05 15:16:00

Author:
mrsupercomputer
Posts: 1335


That's terrible; they're removing a useful feature by doing that. :/2009-05-05 15:20:00

Author:
Bear
Posts: 2079


This would be a new bug. And a very annoying one.

.
2009-05-05 15:20:00

Author:
RangerZero
Posts: 3901


Ouch, another one for the "Useful but removed" section
Come on Mm, let us keep some things!
2009-05-05 16:22:00

Author:
Coxy224
Posts: 2645


Hmmm.. looks like it still works on levels that were published before CY.2009-05-05 17:01:00

Author:
DanC
Posts: 433


aww, i was planning for a turrent and stuff2009-05-05 17:03:00

Author:
johnrulz77
Posts: 835


Right, it's official; I can't continue my level until this is updated. =/2009-05-05 18:01:00

Author:
Bear
Posts: 2079


Well, that sucks, Ghost. I was actually playing with paintballs some days ago and I hadn't noticed.2009-05-05 18:25:00

Author:
Astrosimi
Posts: 2046


There MAY be a way around it, but i'm not sure this will work.
Somehow get the MGS pack working before updating to cornish yarg (offline) and save the dripping paint emitter thing as an object. Update to cornish yarg and bring out he object. It should still work as the levels before CY with emitted paint still work.
2009-05-05 18:34:00

Author:
DanC
Posts: 433


Well, there's tons of glitch levels with captured paintballs, have you tried using those?2009-05-05 18:48:00

Author:
tjb0607
Posts: 1054


Check out the museum of glitches, it's awesome. May have something in there.2009-05-05 19:08:00

Author:
DanC
Posts: 433


Results of some experiments:

paintballs have a lifespan of 3 seconds when fired from the paintenator.
If you fire the paintball in pause mode and capture, you can get the full 3s out of them when you emmit them
Paintballs captured before yarg do still last longer (seemingly infinate)


Do you actually need more than 3s from an emmitted paintball? - thats a long way for it to travel without hitting anything. Turrets and custom PB switch logic should be unaffected.
2009-05-05 19:28:00

Author:
rtm223
Posts: 6497


I'm pretty sure I'll need longer than three seconds, I'll try and find a way around this though I s'pose.2009-05-05 19:53:00

Author:
Bear
Posts: 2079


Thanks, trickster, but I don't want to start over.
I do need the paintballs to last longer than 3 seconds as I was emitting them high up in order for them to drop as rain and to set off bombs. I can't put the emitters any lower as they'll be seen by the player.
I will have to revert to trying to find a glitch level containing paintballs that was published before CY. If I find one I'll post it here.
Why do MM seem intent on ruining our fun? Would it have mattered to leave it as was?
Ho-hum. I'm off to search for 'em now.
2009-05-05 19:56:00

Author:
Frogmeister
Posts: 236


Sounds more like a glitch has been created than one being removed tbh.2009-05-05 23:49:00

Author:
Matt 82
Posts: 1096


Thanks, trickster, but I don't want to start over.
I do need the paintballs to last longer than 3 seconds as I was emitting them high up in order for them to drop as rain and to set off bombs. I can't put the emitters any lower as they'll be seen by the player.
I will have to revert to trying to find a glitch level containing paintballs that was published before CY. If I find one I'll post it here.
Why do MM seem intent on ruining our fun? Would it have mattered to leave it as was?
Ho-hum. I'm off to search for 'em now.

Sometimes a fix consequently fix something else that isn't directly related or a creates a new bug. Welcome to modern complex games!

Are you sure you need more than 3 seconds in your case? 3 seconds is way enough for a paintball to cross the whole screen. Also, can't you speed up the emitting? It wouldn't matter if the rain fall faster maybe.

.
2009-05-05 23:55:00

Author:
RangerZero
Posts: 3901


Well I haven't checked yet and cant for a bit as the PS3 is in use for another game. (I know I was shocked too when I found out there are other games...for the life of me can't think why?)

But I do have a captured paint ball from before yarg and I am using it in a level I'm building...I'm not using them for more than 3 sec...I dont think...when I check if they are set for longer then I'll know for sure.

I'll be happy to give to anyone who wants or needs if they are pre-yarg.



2009-05-06 00:43:00

Author:
AJnKnox
Posts: 518


Seriously .... the camera does not even go as high even with 2 players on max distance to each other that a emitted paintpall takes 3 full seconds to reach the bottom. even if it does, emit it with some speed and your problems gone. If you are looking for alternative methods for rain ... check this out (https://lbpcentral.lbp-hub.com/index.php?t=t=9827).2009-05-06 07:12:00

Author:
Fjonan
Posts: 359


I needed the paintballs to be emitted and to drop fairly slowly to give the player time to move a bomb which is set off by the drops. If the rain drops too fast it doesn't give the player time to react.
I'm just being a perfectionist by trying to use blue paintballs as the rain. The paintball I have from before the fix is yellow and doesn't really look like rain. I think I'll just have to swallow the bullet and use yellow rain. It's no biggy really.
If, however, someone does have a blue infinite paintball, then I'll be forever grateful if someone could send it to me.
2009-05-06 17:53:00

Author:
Frogmeister
Posts: 236


Always somebody somewhere raining on a parade... If you alter the lighting enough I'm sure you could come up with a 'blue' paintball... or opt for an 'acid rain'... Or adopt the philosophy that rain is just God's way of peeing down your neck... Either way, It sounds like a cool gameplay mechanic and am sure you will get it to work. Oooh! Go global and when the storm rolls in on a thunder clap, go black & white, when section is done... switch back. There must be many more workarounds.2009-05-06 18:21:00

Author:
Gravel
Posts: 1308


With the yellow paint, you can just sticker blue can't you? I think it'll still splat yellow, but it's better than yellow rain.2009-05-07 05:02:00

Author:
TripleTremelo
Posts: 490


The color of the paintballs you shoot with the paintinator is defined by the color you select in your sack customization popit. Maybe this helps.

Another absolutely crazy idea: Can you attach an emitter to a paintball, so that a falling paintball re-emits another drop with an emitter right before disappearing. Should take some tweaking but could do the trick ...
2009-05-07 07:57:00

Author:
Fjonan
Posts: 359


I have a pre-yarg white paintball if you want it, maybe a snow storm would work better than raining wee?2009-05-07 08:43:00

Author:
rtm223
Posts: 6497


Sorry I didn't have a chance to check yet on my Pre-yarg paintball...RL got in the way. Will do my best to check tonight but I wont be home until late as I have I-Max tickets to the new Star Trek film! WooHoo!






2009-05-07 14:49:00

Author:
AJnKnox
Posts: 518


The color of the paintballs you shoot with the paintinator is defined by the color you select in your sack customization popit. Maybe this helps.

Another absolutely crazy idea: Can you attach an emitter to a paintball, so that a falling paintball re-emits another drop with an emitter right before disappearing. Should take some tweaking but could do the trick ...
Not at all, set the timing of the second emmitter to be 0.1s less than the lifetime on the first. You will of course see this happen, 0.1s is a long time for your eyes and there will be a jump.

A better solution - emmit a small piece of thin something, which emmits a paintball in front of it, with lifetime infinate, max emmitted at once = 1, and timing 0.1s. As soon as the first one dissappears the space is available and the new one spawns, should be nearly invisible and would go on forever. Have the thin things fall through a thin slot in the floor and despawn shortly after.

Problem solved...
2009-05-07 15:18:00

Author:
rtm223
Posts: 6497


Thanks guys. I'll give the re-emitting paintball a go.
The only problem I envisage is getting the paintball to re-emit in the same layer without looking to glitchy. I wanted the drops to drip quite slowly, so this may prove difficult - but I'll give it a go.
I've already started to re-edit my level to compensate for the shorter lifetime, but if I can get the re-emitting to work then it'll save a lot of bother.
Thanks for all the suggestions.
I can really feel the love in here.
2009-05-07 18:18:00

Author:
Frogmeister
Posts: 236


you want the drips to go slowly, and you want them to last for more that 3 seconds. I don't mean to sounds patronising, but you've heard of gravity right? After 3 seconds they will be going VERY fast.2009-05-07 19:37:00

Author:
rtm223
Posts: 6497


you want the drips to go slowly, and you want them to last for more that 3 seconds. I don't mean to sounds patronising, but you've heard of gravity right? After 3 seconds they will be going VERY fast.

All I'll say, is try it yourself!
The drops don't fall THAT fast, and with a zoomed out camera, they disappear way before they hit the ground.
Gravity? Nope! Never heard of it! (Duh!)
2009-05-11 18:11:00

Author:
Frogmeister
Posts: 236


yeah ive been reading through this thread, yarg changed the way the paintballs work as well as the gas/glass glitch material no longer works and neither does the thin/thick layer glitch2009-05-11 19:12:00

Author:
redmagus
Posts: 667


All I'll say, is try it yourself!
The drops don't fall THAT fast, and with a zoomed out camera, they disappear way before they hit the ground.


Not for me they don't - see my post above regarding 3 seconds. When I tested this I could only just see the full drop before dissappear if I used the full zoom out in create mode. Game mode zoom is significantly smaller. As for the player responding to drops that have fallen for more than 3 seconds, I don't think there is any chance.

Are you in play mode when you shoot your paintenator?
2009-05-11 19:17:00

Author:
rtm223
Posts: 6497


This kinda happened as well to something else. Not sure if it's another bug, but here goes:

I did the thing where you capture something, emit it and make it smaller, the capture it again so it is smaller. okay. BUT, when i put down the smaller one it vanished! it turns out the lifespan goes by the lifespan on the emitter it emitted from! so, make the lifespan infinite.

It is a bug, but tell me off if it is irrelevant.
2009-05-11 19:34:00

Author:
MarkoWolfy
Posts: 445


That's definately NOT a bug. You give an object limited life and it lasts for that long...

It's related in the sense that the paintenator appears to be implemented as an emmitter with lifespan of 3s now, so when you capture it, the best you can get is 3s, whereas before paintenator "emmitted" infinate life paintballs.
2009-05-11 19:42:00

Author:
rtm223
Posts: 6497


oh okay. just wanted to share it though... uhh...
/jumps out window
2009-05-11 20:12:00

Author:
MarkoWolfy
Posts: 445


lol, sorry markowolfy, it just bugs me (geddit?) that the terms bug and glitch are so overused about this game, it's a good point and can actually be quite useful. But you still need to pay for that window.

Anyway, back on topic. A paintball captured today will fall 210 units (21 big grid squares) and still hit the ground. By aiming the camera tool as far up and zooming as far out as possible, I can get 120-130 units of view in the back plane. In two player the highest view I can seem to get is around 100 units. Droppin said paintball on my sack's head with maximum height view and trying to dodge it once it comes into view is near impossible.

I rest my case.
2009-05-11 21:24:00

Author:
rtm223
Posts: 6497


Well I think we'll agree to dis-agree on this one rtm.
When the drips were emitted with a speed of >1 then the drops hit the floor. As soon as I set speed to 0 then they disappeared before they hit the ground. You seem to think I'm making this up. Believe me, if this wasn't such a problem then I wouldn't have started this thread.
It's all a bit academic now anyway, as I've re-designed the whole section and just accepted the fact that I can't always do EXACTLY what I want.
So thanks for pressing the point rtm, and trying to make me look stupid.
Much appreciated !!!!
2009-05-12 10:51:00

Author:
Frogmeister
Posts: 236


Woah, back up there. You tell me that I'm wrong and to "go try it myself", even though you know full well I already have. Then when I do, and post a repeatable experiment with quantified results, that's some kind of personal attack? How so? Those were the measurements I took...

I don't think you are making it up or lying, my best guess is that you fired the paintenator in play mode, then paused and captured. But I don't know for sure. What I do know is that if you fire the paintenator in pause and capture (as I suggested in my very first post) all the info in my previous posts is accurate.

I deserve a slapping for the gravity comment, granted, and I will straight up appologise for that. But the rest of my posts on this topic have had useful information and the accurate information about fall distances is there for the reference of the entire community and may well not be academic for other creators searching these forums.
2009-05-12 11:46:00

Author:
rtm223
Posts: 6497


I've been reading through this thread but I couldn't figure this out.

Are all the paintballs (except in already published levels) made to have a 3 second life span. Or are there 2 types of paint balls

Paintball #1 (captured with an infinite lifespan
Paintball #2 (when captured only survives for 3 seconds

And I have 1 or 2 captured (red I think) can I send them out and have them work in your levels for ever.
2009-05-12 13:00:00

Author:
Snappyguy
Posts: 710


Before yarg they lasted forever, now its three seconds

if you captured one before yarg it will still last forever, any you capture now go for three so yes i suppose it is two types. One of them is just going extinct.
2009-05-12 13:29:00

Author:
redmagus
Posts: 667


It comes down to when the paintball was fired from the paintenator. If before yarg the lifetime is infinate, after yarg it's 3s. Think of the paintenator as an emmitter and check out MarkoWolfy's post, it should make sense.

As for your infinate paintballs, I think silverleon was looking to gather as much stuff like this as possible, so might be worth contacting him as he will probably need a lot of sources to get all the colours of pre-yarg paintballs.
2009-05-12 13:30:00

Author:
rtm223
Posts: 6497


or you could talk to me, i have all the pre-yarg colors, what do you need?2009-05-12 13:33:00

Author:
redmagus
Posts: 667


Do you have white?2009-05-12 13:35:00

Author:
rtm223
Posts: 6497


hmm probably, i cant really check right now (school and whatnot) ill see if i do later2009-05-12 13:53:00

Author:
redmagus
Posts: 667


I think I should get my hands on this pre-yarg paint. From what I figure there are 2 paint balls. Forever ones and 3 second ones. Forever ones can't be made, they can be distributed though. I mean the paintinator emits the same paint ball as before but the time is tweaked permanately to 3 seconds .2009-05-12 14:39:00

Author:
Snappyguy
Posts: 710


That's about the long and short of it snappyguy. Redmagus: don't worry, I already have a white one, I was just hoping that you didn't (as it's not one of the standard colours) so I could be smug about it! Just being a little immature...2009-05-12 14:49:00

Author:
rtm223
Posts: 6497


I had one captured but I wasn't using it so I deleted it recently. Figured I could just recapture it whenever =.=2009-05-12 17:38:00

Author:
Nattura
Posts: 86


[QUOTE=rtm223;201443]Woah, back up there. You tell me that I'm wrong and to "go try it myself", even though you know full well I already have. Then when I do, and post a repeatable experiment with quantified results, that's some kind of personal attack? How so? Those were the measurements I took...

Fair enough. I owe you an apology rtm, the gravity comment put my back right up and I went on a bit of a rant. So sorry about that and thanks for the apology.

And another embarrassing admission I have is that I didn't time how long my paintballs were lasting. I assumed that because I'd captured them and re-emitted them with an infinite lifespan, that they'd be 3 seconders. Turns out they only last 2 seconds, not 3. I've tried your capture in pause mode and they do indeed last that little bit longer.

So apologies again rtm. I'll try and engage common sense next time, instead of just ranting.
2009-05-12 18:40:00

Author:
Frogmeister
Posts: 236


or you could talk to me, i have all the pre-yarg colors, what do you need?

Any chance you could send those this way? I'm working on a paintball level and would KILL to have as many pre-yarg paintballs as poss.
My PSN is frogmeister. Please feel free to add me and send those lovelies in my direction and I'll thank you in the level info when it's published.
2009-05-12 18:45:00

Author:
Frogmeister
Posts: 236


I'm sure reducing the lifespan of paintballs was MM's way of fixing a pre-yarg paintball freezing glitch. Before Yarg, if you stuck two paintballs together, they would freeze the game when they hit something. Possibly because of their infinite lifetime. As MM/Sony don't want people ruining their PS3s, they reduced the lifespan of emitted paintballs to a maximum of 3 seconds.

Anyway, you can make a 'fake' paintball by creating a thick circle of dissolve, then shoot the hell out of it with the paintinator covering it with your desired colour, then make it thin, and add an emitter and either a one shot key switch, if you want it to hit the ground) or a one shot proximity switch(if you want it to hit sackboy). Set the emitter to emit just one captured 'real' paintball, and then have the one shot switch activate the emitter and the dissolve material.
2009-05-12 19:41:00

Author:
Entity
Posts: 274


Anyway, you can make a 'fake' paintball by creating a thick circle of dissolve, then shoot the hell out of it with the paintinator covering it with your desired colour, then make it thin, and add an emitter and either a one shot key switch, if you want it to hit the ground) or a one shot proximity switch(if you want it to hit sackboy). Set the emitter to emit just one captured 'real' paintball, and then have the one shot switch activate the emitter and the dissolve material.
A top notch idea!
Not sure if it's gonna be easy making the transition from disolve to emitted look smooth enough, but I'm off to tinker.
Nice one Entity!
2009-05-12 22:46:00

Author:
Frogmeister
Posts: 236


I'm pretty sure this is a BUG that they overlooked. They wouldn't take away paintballs after the amount of class levels with them used in so many innovative ways. At least I have one safely in my popit

Btw.. can you not just stick a coloured sticker on the paintball itself to change its colour? Obviously it'll still make the original coloured splatter once it lands.
2009-05-12 23:32:00

Author:
Pitcard
Posts: 779


I have a yellow one Anyone with them all I'd like some please.2009-05-12 23:51:00

Author:
Snappyguy
Posts: 710


A top notch idea!
Not sure if it's gonna be easy making the transition from disolve to emitted look smooth enough, but I'm off to tinker.
Nice one Entity!

Ignore this method. It's unclear, and VERY thermo heavy!!!
I've created a new thread. Use this method instead:
https://lbpcentral.lbp-hub.com/index.php?t=t=11475
2009-05-13 00:52:00

Author:
Entity
Posts: 274


Frogmeister: no probs, glad no-one is ****** off anymore and we can all be friends again.

As for the reasoning behind the paintball change, this is purely guesswork, but my personal view is that the 3s rule is to implicitly limit the number of paintballs in existance, thus reduce the potential computation for paintenators, especially as 3s makes sense for paintenators. Don't see how this could have been unintentional, or how it coul dhave fixed a freeze bug is all.
2009-05-13 09:15:00

Author:
rtm223
Posts: 6497


I think I read somewhere on here that before yarg 2 paintballs stuck together and thrown at something used to make the game lock. It was prob changed to stop this.

I checked out your post rtm, and it's the same idea as Entity posted above. Might be thermo heavy but it's a great workaround though. I'm gonna try it and report back with my findings.
Thanks for your ideas!
2009-05-13 10:15:00

Author:
Frogmeister
Posts: 236


Actually, entity's idea is a little more robust as he is dissolving the thing that does the emmitting, mine kind of assumes that it will disolve shortly after hitting the floor. You can always use mine and make it so that the ground is made of a single piece of thick, or multiple pieces of thick layer (i.e nothing is more than 1 thick layer thick - I'm having trouble explaining this), so that the piece of thin material doing the emmitting slides inbetween them into the floor, then de-mits after it has slipped in beween the cracks and gone out of view.2009-05-13 10:49:00

Author:
rtm223
Posts: 6497


Mmmmm. Your idea does sound like it'll do away with the disolve/emit synchro problem. I keep forgetting that thin stuff drops between the thick layers. Another great idea. Thanks.2009-05-13 18:52:00

Author:
Frogmeister
Posts: 236


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