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#1

Demitter Help

Archive: 6 posts


Okay, I'm having problems with rtm's demitters. I capture an object
I want, more specifically, a House with some Dark Matter glued to it. I set the emitter the correct way, hook a 1-Shot switch to it, and emit the object. Then, I move it where I want(which is out of the demitter's range), set the emitter to 0.1 lifetime, then remit it. Both of them are there, even though it's only set to have 1 at a time. Can someone please help me? Also, I did this in Create mode as a test.

EDIT: Whoops. Posted this in the wrong forum.
2009-10-19 23:53:00

Author:
Drakora
Posts: 392


Moved to Help! for ya.2009-10-20 03:58:00

Author:
Whalio Cappuccino
Posts: 5250


This can get tricky, especially if you're letting it "run" in Create mode. Sometimes (and someone feel free to correct me on this, because I can't recall the specifics of this) it seems like using the one-at-a-time setting (demitter logic, whatever you want to call it) will get "out of sync" if you pause and restart in Create mode. For instance, if you allow it to spawn one instance, then pause, work on some changes, etc, then un-pause... the next emission will not recognize the prior.

Also - I'm assuming you know and understand the issue with emitting objects in create mode? They do not count toward the emitted total in Play mode. The emitters basically start over, but any objects they emitted in create mode prior to saving the level remain. And if their lifetime was infinite, then they become permanent objects in the level.

Don't know if this helped or just reiterated the obvious. I shall hope for the former.
2009-10-20 05:08:00

Author:
v0rtex
Posts: 1878


Don't emit any version of the object while you're in create mode. Make sure the object is absent when the player enters the level, only to be triggered by a switch. Otherwise, the object you emitted in create mode won't be recognised as an emitted object in play mode, and two versions will appear together instead of the second replacing the first.2009-10-20 10:26:00

Author:
Ungreth
Posts: 2130


Don't emit any version of the object while you're in play mode. Make sure the object is absent when the player enters the level, only to be triggered by a switch. Otherwise, the object you emitted in create mode won't be recognised as an emitted object in play mode, and two versions will appear together instead of the second replacing the first.

I suppose that should be create mode?
2009-10-20 12:02:00

Author:
Rogar
Posts: 2284


I suppose that should be create mode?

Erm...yeah.

Oops! :blush:

Original post has since been corrected. Thanks Rogar.
2009-10-20 12:54:00

Author:
Ungreth
Posts: 2130


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