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#1

De-emitting on the PSP

Archive: 10 posts


For those of you who don't know, de-emitting an object is a way to make anything dissapear without using dissolve. Of course it has to be activated by a switch, otherwise we could just set a certain lifetime for the object and it would eventually dissapear.

On the PS3, the way to do this is simple (note: this way does work on the PSP, but it can often go wrong and can be difficult to set up, especially for inexperienced creators). Emit the object you want to dissapear from an emitter with an infinte lifespan, and let this object be emitted whilst still in edit mode.
Once this is emitted, connect the switch to your emitter. Now simply change where the emitter should emit, to somewhere away from your level. When the switch is activated, the emitter will work again, emit it in a different place and leave your oringinal to get dissolved.
[NOTE: The emitter must be set to only be able to emit one object at a time for this to work.]

I've found that on the PSP, you are able to de-emit in a diffierent way (although this way may be do-able on the PS3, I'm yet to try). Set your object you want to dissapear, and give it a lifespan of 2seconds (random time, most times larger than 2 seconds seem to work for me). Again, let this be emitted, and attach a switch to it. Now set the switch to inverted (I used a mag. key switch) and when it is activated, the switch will turn the emitter off, and the lifespan will run out, leaving your item to be de-emitted.
This has the advantage of letting your emitted item be reset after if needs be, and also makes it easier to set up (and I've found is far more reliable too).
[NOTE:Your switch has to be set to inverted and also "On/Off"]


I don't know if this is new to anyone, but I certainly didn't know it. Hopefully I've taught something here, even if it's just how to de-emit!

Also, sorry for the wall of text, here are some smilies:
:star:: boo:
2010-07-26 12:48:00

Author:
Coxy224
Posts: 2645


Thanks for this Coxy! Though I personally prefer the creature brain set up.2010-07-26 13:06:00

Author:
Fastbro
Posts: 1277


Yeah! What I do to de-emit an object is this

To de-emmit an object:

1: Create the object you want
2: Add a unprotected brain in it somewhere (out of sight)
3: Get an emmitor to fling a micro-shockbomb at it (High Linear Velocity)
4: Attach a button / switch to the emmitor
5: When you press the button, the object should dissapear, if the emmitor was attached to the object, the button would be obselete

Anyway! Good idea for the other way of de-emmiting an object
2010-07-26 13:16:00

Author:
Struanmcd
Posts: 333


Yeah! What I do to de-emit an object is this

To de-emmit an object:

1: Create the object you want
2: Add a unprotected brain in it somewhere (out of sight)
3: Get an emmitor to fling a micro-shockbomb at it (High Linear Velocity)
4: Attach a button / switch to the emmitor
5: When you press the button, the object should dissapear, if the emmitor was attached to the object, the button would be obselete

Anyway! Good idea for the other way of de-emmiting an object

Just to let you know you can attach switches directly to creature brains.
2010-07-26 13:23:00

Author:
Fastbro
Posts: 1277


Thanks both Coxy and Fastbro. I've been trying to think of a way to de-emit a large object for my new level and these methods should help. I didn't know you could attach a switch to a brain, thanks for telling me!

Don't thank me, thank Taffey. He tought me how to do it.
2010-07-26 14:02:00

Author:
Fastbro
Posts: 1277


Just to let you know you can attach switches directly to creature brains.

I knew this, but I have problems with using creature brains They never seem to work when I attach switches to them - even on the PS3 version. So I gave up, thanks for sharing though
2010-07-26 14:40:00

Author:
Coxy224
Posts: 2645


Thanks for the 'fo, Coxy ("in" is for people without cool slang words).

I'll be sure to try this out.
2010-07-26 16:10:00

Author:
Night Angel
Posts: 1214


Thank you a ton Coxy! There has always been something wrong with my copy, to where I cannot set creature brains to vulnerable. Luckily, now I'll never need them! 2010-07-26 16:57:00

Author:
Voltergeist
Posts: 1702


Nice find coxy! i think this mite be the better way to de-emit stuff because you dont colect bubble points from it unlike the unprotected brain trick. thanks for the smilies heres some more! 2010-07-26 17:51:00

Author:
SketchNZ
Posts: 1668


Thanks for the info Coxy! I've had trouble getting de-mitters/re-mitters to work properly on the PSP, but I've never followed your exact method. I will most definitely have to give that a try.

A slightly different, lag-reducing option is to set up your emitter on a piston and only have the object emit when the player gets close. When you want the object to de-mit move the piston off-screen (via one-way dissolve switch) and emit the object again. This is a bit more difficult to set up as it involves the use of a one-way switch as well as a resettable "or" switch, but the end result is a more playable level.




I knew this, but I have problems with using creature brains They never seem to work when I attach switches to them - even on the PS3 version. So I gave up, thanks for sharing though They're very picky with regards to setting the switch to one-shot. You have to configure the switch before connecting it to the brain, otherwise it may not work properly. Also, you must use an unprotected brain set to vulnerable otherwise it definitely won't work.

Regardless of what method you use (de-mitter or creature brain) make sure to attach an appropriate sound object set to trigger on destruction cover up the annoying popping and/or dissolving noise.
2010-07-26 19:02:00

Author:
Taffey
Posts: 3187


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