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#1

Emitter detection help.

Archive: 9 posts


I had a creative surge yesterday and started creating a level, and almost immediately ran into a bump. I have an emitter that is hooked up to a switch in a tire swing. The tire swing is coated with a sponge material on the inside of it, because I have tried bother a grab switch and a proximity switch. I'll hook the switch up to the emitter and get them both ready. I'll activate the switch, and... nothing. The switch will be activated but the emitter will do nothing at all. Please help 2009-06-15 00:28:00

Author:
iiiijujube
Posts: 594


Could be a bunch of stuff going on. Did you check that the object emitted has enough space to be brought in. If there's anything in the way it won't emit. Also check your settings for lifespan and how many max emitted. If you have a max of 1 and you emit it in create mode sometimes you need to replace the emitter. I don't know exactly why but I have had to do that occasionally.

Can you give some more details about what your trying to do - that might help narrow down where the problem is happening.
2009-06-15 00:43:00

Author:
Morgana25
Posts: 5983


It has enough room, I checked for that. What I'm trying to do is set up a cutscene where you jump into a tire swing, which by means of a switch activates an emitter. The said emitter emits a large screen with the villain of the level, etc. I'll try replacing it, as I do have it set for max of 1.2009-06-15 00:55:00

Author:
iiiijujube
Posts: 594


ok - cool - post if it works and if not list the settings you have so we know a little more about what's going on in there.2009-06-15 01:18:00

Author:
Morgana25
Posts: 5983


I have to replace the emitter periodicaly, but it's working now.2009-06-15 15:50:00

Author:
iiiijujube
Posts: 594


Cool - glad you got it to work.2009-06-16 08:05:00

Author:
Morgana25
Posts: 5983


Emitters with a max of 1 have to be set and connected to their switch source while in Pause Mode... otherwise it will immediately emit that one object rendering your attempt useless. If you still have to replace it after that, it's likely because you are somehow activating it in Edit Mode (especially if it's hooked up to a Proximity Switch) and not rewinding to the point before it was emitted if you accidentally trigger it.2009-06-17 04:25:00

Author:
Rustbukkit
Posts: 1737


This absolutely does my nut in, emit an object in create and it doesn't count towards max at once, but it does count towards max emitted. Pft!

Rather than set the emitter to max 1, you can activate it via a permenent switch set to 1-shot. Yes, this is a bit convoluted but it's way more robust and avoids having to replace it. I have a P-switch that is easily resettable in create mode (rather than re-wiring dissolve-based ones) in case you accidentally trigger it. If you search my PSN and find "rtm's logic giveaway", it's in there quite near the beginning.
2009-06-17 10:45:00

Author:
rtm223
Posts: 6497


Good tips - thanks guys - it would save the time trouble shooting them later for sure.2009-06-19 07:24:00

Author:
Morgana25
Posts: 5983


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