Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Help! [Archive]
#1

Major Emitter Issue

Archive: 9 posts


Someone suggested that I add an emitter to the circle maze portion of my level Dark/Light (in case the cylinder somehow breaks before the maze is solved. I made several attempts, but the thing just wouldn't cooperate. Even though I set the max emitted to 1 and the lifespan of the cylinder to 300 seconds, the thing would start shooting out cylinders that would instantly dissolve. Also, the initial object emitted would not last the full length of time and would dissolve before the puzzle was solved.

Can someone help me tweak this so I can put it back into the level? (I had to remove it and republish.....I hated knowing there were people playing my broken level why I sorted it out).
2009-06-10 20:42:00

Author:
ZipCity
Posts: 208


I think I know what you did. You must have had the max emitted at once to one. Your settings should go as follows:

Max Emitted: Unlimited
Max Emitted at Once: 1
Emitted Every: 300 seconds
Lifetime: Unlimited

Try these settings, though they may not be in the order they appear in your pop-it.
2009-06-10 20:47:00

Author:
Killian
Posts: 2575


Have you got the max emitted at once setting set to one also?

EDIT: Beaten by 10 seconds Killian
2009-06-10 20:47:00

Author:
GruntosUK
Posts: 1754


Maybe change the switch that trigger the cylinder to one-shot.2009-06-10 20:49:00

Author:
Ygg_Barasil
Posts: 58


Yes, I thought I did.

The settings were:

Max emitted at once: 1
Max emitted: infinite
Lifespan: 300 seconds

Maybe the Frequency time or whatever should be longer?
2009-06-10 20:49:00

Author:
ZipCity
Posts: 208


The frequency sets how quick the emitter emits once its triggered, I'd try a one shot switch, see if that makes a difference2009-06-10 20:54:00

Author:
GruntosUK
Posts: 1754


okay, I think I know the problem:

I had the emitter hooked to a proximity switch, thinking that if/when the first cylinder broke, that the proximity switch would detect the player and make a new one. Apparently this was causing the glitch.

I've changed it to a push button labeled "new key" that the player can step on if they need to reset the cylinder.
2009-06-10 21:04:00

Author:
ZipCity
Posts: 208


What I usually do is put a "one shot" sensor switch (as mentioned above) and set it so as soon as the player enters the area it appears. The frequency on the emitter in this case should be .1 so that the object appears quickly and only once as soon as the player enters the area.

It's cleaner looking than a button, and is more seamless. It's actually the "one shot" setting that makes all the difference, because if you don't it just keeps triggering the emitter constantly as long as the player is within range.

If you look at my Splat Invaders II level, the ENTIRE landing pod is set this way so that each time you crash and walk through the cave back to where you started.. the pod is there all nice and shiny.
2009-06-10 21:10:00

Author:
CCubbage
Posts: 4430


What I usually do is put a "one shot" sensor switch (as mentioned above) and set it so as soon as the player enters the area it appears. The frequency on the emitter in this case should be .1 so that the object appears quickly and only once as soon as the player enters the area.

It's cleaner looking than a button, and is more seamless. It's actually the "one shot" setting that makes all the difference, because if you don't it just keeps triggering the emitter constantly as long as the player is within range.

If you look at my Splat Invaders II level, the ENTIRE landing pod is set this way so that each time you crash and walk through the cave back to where you started.. the pod is there all nice and shiny.

I thought that's what I did, but it wasn't working. The more problematic thing was that the first emitted cylinder wasn't lasting the full 300 seconds for some reason.

Either way, i think it's working for now. I should know better than to mess with finished levels.....
2009-06-10 21:17:00

Author:
ZipCity
Posts: 208


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.