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

Demitter(?) problems

Archive: 14 posts


I'm making a Motorstorm themed level. I've made the vehicles which are pretty innovative imo. They drive forward automatically and pressing/holding R1 will activate a boost which makes it go faster. There is also a wheel frame attached to springs so when it lands it 'bounces' satisfyingly like the real Motorstorm. Holding boost for too long makes your car explode intentionally. What I want is for a new car to spawn at the checkpoint when you respawn, this is where my problem began. I've tried using the emitter on a piston technique(to emit the car somewhere out of view) but what always seems to happen is that the car gets crushed into the ground and breaks for no reason when it's emitted. My current set up is a block of dark matter with a magnetic key switch and attached to it is a piston with a block of cardboard with a magnetic key switch and an emitter on it. Just above where the emitter reaches it's maximum length is a block of darkmatter with a magnetic key switch on it.2009-10-16 19:36:00

Author:
Unknown User


Sounds like you are emitting your vehicle at the moment the piston reaches it's destination? In this case the piston technically hasn't stopped moving so the vehicle is emitted at high speed.

You probably don't need a full demitter rig, just a simple emitter (set to max one at a time) at each checkpoint. Each time you die, you should emit a vehicle at every previous checkpoint. That way all the debris will be cleared up if you have passed a checkpoint and whichever one you respawn at will have a vehicle waiting.
2009-10-16 19:50:00

Author:
rtm223
Posts: 6497


Can you draw an example? I only have one checkpoint(not in the whole level but for the section that showcases the vehicle)2009-10-16 20:03:00

Author:
Unknown User


Well if there is only one checkpoint then it's easy. Just set up a prox at the checkpoint, with a quite large radius. Set it to one shot and connect it to the emitter.

When you first approach the checkpoint, a car will spawn. Then when you die, you retrigger the prox and a new car is spawned. Make the emitter maximum 1 ata time and that should be all you need.

Keep it Simple
2009-10-16 20:45:00

Author:
rtm223
Posts: 6497


Well if there is only one checkpoint then it's easy. Just set up a prox at the checkpoint, with a quite large radius. Set it to one shot and connect it to the emitter.

When you first approach the checkpoint, a car will spawn. Then when you die, you retrigger the prox and a new car is spawned. Make the emitter maximum 1 ata time and that should be all you need.

Keep it Simple So I could make the radius for all of the track where the checkpoint is so when it deactivates when I die it makes a new car when I respawn?
2009-10-16 20:47:00

Author:
Unknown User


Oh no I didn't mean that big. Actually you don't need to make it big at all, I'm not sure why I said that. You want it to retrigger the one shot when you respawn at the checkpoint is all.2009-10-16 20:50:00

Author:
rtm223
Posts: 6497


So I put a sensor switch on the checkpoint set to one shot and connected to the emitter? I think i did this but ill try again2009-10-16 20:56:00

Author:
Unknown User


I will have to check my level but if Im not mistaken I ran into issues of emitting another tank in the same location due to the logic board for my tank being dark matter. The logic board would not destroy when emitting a new tank so a new tank would not be emitted. I ended having to change the logic board to wood.2009-10-16 21:53:00

Author:
rz22g
Posts: 340


I will have to check my level but if Im not mistaken I ran into issues of emitting another tank in the same location due to the logic board for my tank being dark matter. The logic board would not destroy when emitting a new tank so a new tank would not be emitted. I ended having to change the logic board to wood. How can I make it float though?2009-10-16 22:09:00

Author:
Unknown User


Assuming that is your problem, put a piece of dark matter in the level right below the spot your logic board will emit. It will emit and fall right onto the dark matter.

Again this is the problem I had. It might not be the same problem you are having.
2009-10-16 22:15:00

Author:
rz22g
Posts: 340


Assuming that is your problem, put a piece of dark matter in the level right below the spot your logic board will emit. It will emit and fall right onto the dark matter.

Again this is the problem I had. It might not be the same problem you are having. ta. problem solved
2009-10-16 22:34:00

Author:
Unknown User


Ahhhh sorry. I didn't take into account external logic I figured the car would all move along and be out of the way! D'oh!2009-10-16 23:06:00

Author:
rtm223
Posts: 6497


You could just put a magnetic key on the motorcycle, ad put a magnetic switch (set to inverted and one-shot) on the wall next to it. Then add an emmiter on the wall above the switch, and set its frequency to anything, lifetime to infinite, and max emmited at once to one.(might have to set max emmited at once to 2, I'm not sure) Then connect the switch to the emmiter. I'll try to get a pic of it.2009-10-18 08:20:00

Author:
srgt_poptart
Posts: 425


dont worry it all fixed. Thank for help anyway though2009-10-18 13:48:00

Author:
Unknown User


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.