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#1

How do I make 2 objects emit each other endlessly?

Archive: 19 posts


I've got 2 lights with emmiters on them. I want both to be emitted by each other, which basically makes an endless stream of lights, but I have no idea how to create this.

Here's an image that should describe what I want:
http://img16.imageshack.us/img16/8202/diagramc.png
2010-02-05 16:03:00

Author:
Recurracy
Posts: 166


You can't. And if you could you would have infinite thermo useage.

Let us know a little more about the effect you are trying to achieve and you can probably create it via other means
2010-02-05 16:08:00

Author:
rtm223
Posts: 6497


Hmmm. "I'll refer to the lights as pink and green". Make the pink with an emmitter that emmits the green. The emmited green will have a emmiter on it that emits the pink. Start the pink first and it should go back and forth between the two. I hope that makes sense2010-02-05 16:09:00

Author:
damaz10
Posts: 771


Let us know a little more about the effect you are trying to achieve and you can probably create it via other means
I'm trying to create a sort of trail effect that goes on endlessly.
2010-02-05 16:12:00

Author:
Recurracy
Posts: 166


Is there a reason you can't emit one or both lights from another (possibly invisible) object? That would be the most straightforward solution.2010-02-05 16:21:00

Author:
Rogar
Posts: 2284


@damaz: that won't work. It's kinda tricky to explain in words, but if you give it a shot in create mode the problem should become obvious

If you want a trail going from left to right in a line (for example)the best bet would be to place 2 emitters on a moving piston and use the sync settings to get them firing alternately.

i.e. What rogar said
2010-02-05 16:24:00

Author:
rtm223
Posts: 6497


You can't. And if you could you would have infinite thermo useage.


Hmmm. "I'll refer to the lights as pink and green". Make the pink with an emmitter that emmits the green. The emmited green will have a emmiter on it that emits the pink. Start the pink first and it should go back and forth between the two. I hope that makes sense

Actually, Rtm is correct. Damaz, your solution does not continue indefinitely. It's a problem with recursion that terminates finitely because you cannot emit an object until you capture it. Lets say you start with a bare green. You place it in a pink with an emitter on it that emits the green. Then you make a green that emits the pink that emits the green. The problem is you cannot place THIS green in the pink object that green is emitting. Each emitted object n is emitting the older version of that object that has (n-1) cycles left.

The practical result of this is you can have green emit pink emit green emit pink... but eventually you reach the end of your chain and the green with no emitter is what is emitted and the system stops. I've tried it.

It's no different of the paradox between the chicken and the egg. At some point, one of them comes first.
2010-02-05 16:46:00

Author:
Thegide
Posts: 1465


@rtm22 and thegide-yeah i c what you guys mean, i think rtm22's idea would work the best.Good luck with the level though.2010-02-05 19:42:00

Author:
damaz10
Posts: 771


I once made an object that emits infinitely. I then tried it again recently, but it overheated instantly. I guess Mm noticed and prevented infinite emitter tricks.2010-02-05 20:20:00

Author:
warlord_evil
Posts: 4193


I'm sorry to say this, but I genuinely don't believe you managed to make an object that emits itself, it's not possible. You would have to capture the object after you have placed it in the emitter.

If you are talking about emitting one object that emits a different object, thus giving you infinite emitted objects for the cost of 1, that still works fine as a thermo trick, but it's a completely different thing.
2010-02-05 21:50:00

Author:
rtm223
Posts: 6497


I'm sorry to say this, but I genuinely don't believe you managed to make an object that emits itself, it's not possible. You would have to capture the object after you have placed it in the emitter.

I certainly remember doing it, but it stopped after repeating itself about 7 times. I suppose that is what thegide means by it stopping, so I guess I didn't do it right. I understand now.
2010-02-05 23:11:00

Author:
warlord_evil
Posts: 4193


That's exactly what I mean:

Let's use a simpler example. You want to emit a square of cardboard that continually emits itself in a new location. You begin with a square with an emitter on it. Call this object A.

Object A contains nothing in the emitter. You capture object A.
You place object A in object A's emitter and now call this object B. When activated B emits A which emits nothing. You capture object B.
You now place object B in object B's emitter and call this object C. When activated, C emits B which emits A which emits nothing. Capture object C.
Place C in C's own emitter all call this D. D emits C which emits B which emits A which emits nothing.

Surely you see where this is going now... The naming is irrelevant. It doesn't matter if you put D in A's emitter, because you would only end up turning A into E, rather than changing the original nature of A that is eventually called by emitting D (which is that A emits nothing). It will *always* terminate.
2010-02-06 01:18:00

Author:
Thegide
Posts: 1465


I don't understand how the system makes the difference between emitting an object or another. I mean, what happen when you objectise something with a emitter on? It does work if you put the object in a level but if you EMIT that object the game kills the emitter?? wierd.
Also, it wouldn't take infinite thermo. I don't see how or why MM would block it. In the example from the OP, only 2 objects are needed to be in the memory.
2010-02-06 16:22:00

Author:
RangerZero
Posts: 3901


I don't understand how the system makes the difference between emitting an object or another. I mean, what happen when you objectise something with a emitter on? It does work if you put the object in a level but if you EMIT that object the game kills the emitter?? wierd.
Ummm, what now? If you emit and object with an emitter on it, you have nested emitters. That's fine, nothing gets "killed". Depending on how you tweak the emitters you can exploit a simplification in the thermo algorithm, but to all intents and purposes you can have as many nested emitters as you want. I've done it with around 15 just to test and that works fine. Thermo is taken into consideration assuming all objects emitted by all emitted objects are taken into account. So all the way down the chain the thermo is calculated. But the chain always ends as there has to be some point in the chain where you terminate, as thegide states, at some point you reach a time when the object being emitted is not emitting anything else.

This is why an object emitting itself would give infinate thermo, because if it genuinely emits itself (which is impossible as you would have to capture the object to put in the emitter after you put it in the emitter) you would have an infinitely long chain of nested emitters. In thegide's example with named objects, A is different to B, which is different to C.... The objects are not emitting themselves, they are emitting an object which is similar - it's not the same thing.


THis is why I couldn't be bothered to try and explain earlier. It's highly confusing to put into words, despite being a very simple concept. Just try it and you will see that the method used to configure emitters fundamentally blocks recursive emission.
2010-02-06 16:37:00

Author:
rtm223
Posts: 6497


I still don't get it. Have 2 different objects that are identical? Emit them infinitely. Why wouldn't this work?
Like this:

-Something emits Green light A.
-Green light A emits Green light B.
-GL A disappears.
-GL B emits GL A.
-GL B disappears.
-GL A emits GL B.

So how do this doesn't continue infinitely??
2010-02-06 17:10:00

Author:
RangerZero
Posts: 3901


Yes, that would continue infinitely, if it were possible to set up. But it's not:


you would have to capture the object to put in the emitter after you put it in the emitter)

The objects emitting each other is an extension of that. You can't set up a looping emitter. Seriously, just try.
2010-02-06 17:16:00

Author:
rtm223
Posts: 6497


Yes, this is definitely impossible. It's a bit like trying to pick yourself up, it just doesn't really work. (Jumping doesn't count! )2010-02-06 17:29:00

Author:
jackofcourse
Posts: 1494


Oh, I realise it now. I am dumb. 2010-02-06 21:31:00

Author:
RangerZero
Posts: 3901


If you had those GL-A and GL-B objects in your pop-it, it would certainly work. But they are impossible to create. You need to have GL-B to create GL-A, but to create GL-B you first need GL-A.

Edit: Oh, there was another page. Never mind.
2010-02-07 02:13:00

Author:
Rogar
Posts: 2284


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