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explosions and emitters
Archive: 4 posts
I am working on a level with a lot of emitted explosives. Its seems partway through the level, all emitters (even the pantinator) stop working. reducing the # of explosions seems to increase time before failure. anybody know anything about this? | 2010-02-22 17:03:00 Author: Deftmute Posts: 730 |
It will be down to you putting to many stickers in the level most likely. Paint splats from the paintinator count to your sticker limit, as does the black sticker that's left by explosions, once they hit the limit, the paintinator stops working. Try getting to that point and placing a sticker in the level, see if you can or not. | 2010-02-22 17:14:00 Author: GruntosUK Posts: 1754 |
You're blowing the thermo in play mode at which point emitters stop working. Two likely causes of this are: 1. The explosives are cutting holes in things, increasing the vertex count and pushing up your complex shapes thermo 2. The explosion stickers are pushing you beyond the stickers and decorations thermo limit (note this will also be increased by paintenator stickers) The solution is to either cut back on your thermo by reducing the content of the level and giving a buffer for the explosives to do their thing, which you don't want to do, or you can smash things up with big rocks. Basically, as the thermo can be bumped up in play mode by adding stickers and verteces to the level, it can also be reduced by "removing" things from the level. Assuming you have a linear set up, you will want to allow the player to get to a certain point and then destroy preceding sections of the level. This will drop your thermo and allow room for the explosives later on. | 2010-02-22 17:16:00 Author: rtm223 Posts: 6497 |
THANK YOU RTM!!! no, seriously. you rock. | 2010-02-22 17:20:00 Author: Deftmute Posts: 730 |
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