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

Emitter Question (object keeps respawning!)

Archive: 11 posts


Hello mates. Can anyone hook me up with some fine editing advice?

I have created a platform jump section where platforms continually spawn and disappear in a particular order, which you must try to keep up with. It's difficult to explain how i've created it, so here's an artist's interpretation:

http://img818.imageshack.us/img818/8915/lbpc.jpg

Okay, so - when the player gets to the proximity switch, it one-shots the piston at the top-right. That piston moves out, just long enough to turn the wobble bolt with the emitter. This resets the emitted object.

The emitted object is also set to one-shot (via it's own magnetic key switch set to one-shot as soon as it is spawned), moving out across the column of magnetic key switches, for 20 seconds. Each key spawns a platform in the area.

All very simple.

The problem i'm having is that the emitter seems to completely **** it up. If i just place the object straight from pocket into the correct position, it works great - the platforms spawn perfectly as the key slowly moves down the column via piston.

Problem: When i make the emitter spawn it, though, it keeps respawning the object! I've used almost this exact system in other levels without this problem, resetting logic areas by spawning it out of the way and then back again. The emitter is set to 0.5 freq, infinite lifetime, and only one at a time. But the emitter keeps respawning the object every 0.5 seconds, even though the object itself should be there to block it! I am aware that the game ignores BM when spawning objects, but that's why i attached a big block of cardboard behind the top bit of the object.

(I've forgotten to mark it, cardboard is the peach colour and DM is the purple colour on my picture.)

Even stranger, is that every time the object emits, it seems to really quickly extend into the position that the previous object was at, and then continue a little bit more. So the key does move down the column, but every time time a new object spawns moving the key down, it clips all the previous switches with it's new key, making all the platforms spawn. It's almost as if it's set to sync - but it's set to one-shot via the switch on the object, it shouldn't be syncing!

Okay, that was very hard to explain. Anyone know how i can fix this contraption?

P.S. Why can't i say [british word for bottom, beginning with A]? It's a wonderfully useful and versatile word!
2010-08-01 12:21:00

Author:
Nagaloth
Posts: 13


Have you tried tweaking the radius of your magnetic key switches?2010-08-01 14:01:00

Author:
Unknown User


O_O this is hard to understand. But I have an simpler idea of how to make it. All you need is a sensor to activate the emmiters and the right settings.

Max objects at once: 1
Lifetime: the time you want the platform to stay there before dissapearing
Frequency: The time you want between every respawn. (must be higher than lifetime!)
Sync: Use this to set the "speed" of the platform (for example, 0s in the first, 1s in the second, 2s in the third, and so on), higher values result in slower progression.

Try to make this in an empty level first. If it works, replace the logic in your level with this. (make sure to tweak the settings until you get the desired result)
2010-08-01 14:09:00

Author:
gdn001
Posts: 5891


All you need is a sensor to activate the emmiters and the right settings.

It's a good idea. But my platform progression is long (40 seconds) and loops back over itself multiple times. As i see it, with your idea, i can neither initiate the platform spawns (due to the use of global syncing), nor reset them. The alternative would be to have two or three 'loops' going at the same time, but this would make it too easy to skip some of the platforms. Pardon me if i'm misunderstanding your system.

Let me simplify my question: My emitter is spawning an object repeatedly, even though it's set to only spawn 1 at a time, with the lifetime at infinite, and even when the object is there blocking the previous one. The object has some cardboard in it, so it should definitely be blocked. How can i correctly block the new objects?

I am talking about the process of resetting logic by moving the emitter such that the logic respawns away and then back into place, as shown here (https://lbpcentral.lbp-hub.com/index.php?t=11861-Demitters-New-demitter-switch-added!!!-2010-03-10). However, in this case the logic is continually re-emitting without the emitter being moved first so that it's not blocked. The other stuff in my post is pretty superfluous to the issue and will likely fix if i can block my emitter correctly.

As a further illustration of my problem, if i set my emitter's max at once to 2, each new one that spawns actually destroys the old one (crunch!), so it's completely ignoring the old object - even though it's blocked enough that it has to physically break the old one to fit the new one!
2010-08-01 14:32:00

Author:
Nagaloth
Posts: 13


Well, if you only went though the platforms ONCE, you could make so the emitter dissapears after you jump off the platform....but otherwise...I'm not sure. 2010-08-02 16:12:00

Author:
Unknown User


Put the emitter on a piece of dissolve and destroy it when you're done.2010-08-02 17:31:00

Author:
Valgee
Posts: 105


You can go through the platform sequence multiple times until you manage it - it's why i need the logic sequence to be able to reset. And if i destroy all the emitters, i'd need to emit new emitters for each platform sequence, which would be much more complicated than simple resetting a simple piston.

Forget about the whole platforms thing, really - what i'm asking is if anyone knows why my logic emitter is misbehaving, ignoring the regular rules of not being able to spawn while blocked.

If you have a fruit basket and some really big apples, that are so big, such that you can only fit one apple in the basket at a time - then you can put one apple in. But if you want to put another apple in, you must move the first apple out of the way first. Otherwise, there would be no space for your second apple. If the first apple is going to exist forever in that space, then you'll never put another apple into the fruit basket.

Similarly, my emitter shouldn't be able to spawn any more fruits (objects), because it's being blocked by the first one it spawns. But it is - in fact, it's spawning these new objects regardless of what's already there in the basket, even destroying the old one to do so. If you did that with apples, it would be very messy indeed.

As far as i know, the only way to spawn multiple objects into the same space is if the objects are made of black matter, but my objects are made of cardboard with a black matter stub to keep them static.

To be honest, i'll just have a fiddle with it. I can probably tweak my reset logic to one-shot the new object. Thanks for the tips chaps!
2010-08-02 17:46:00

Author:
Nagaloth
Posts: 13


An emitter set to max emitted one, and set to emit an object every 0.5 secs will emit an object every 0.5 secs regardless of the lifetime, because the emitter will destroy the first object before emitting the second one. To solve this problem, simply make sure the emitter frequency is the time you want between platform spawns, OR ensure the trigger for your emitter is one-shot.

Resetting your logic by demitting is not necessary in this situation, as far as I can tell, as you can use a quick reset timer to sequence your platforms (take a look at this (https://lbpcentral.lbp-hub.com/index.php?t=18579-Intermediate-Pack-Overview&p=329952) if you're unsure what a quick-reset timer is).
2010-08-02 18:35:00

Author:
Holguin86
Posts: 875


An emitter set to max emitted one, and set to emit an object every 0.5 secs will emit an object every 0.5 secs regardless of the lifetime, because the emitter will destroy the first object before emitting the second one.

Obviously - but not if there's something in the way to stop it being emitted. Did you read my whole post? If you create an emitter, which emits an object in front of itself, then it cannot emit a new object until the old one is out of the way, regardless of it's frequency.

The quick reset switch was indeed a good idea, and it's almost exactly what i needed. Unfortunately, that system makes they key activate every platform in the 0.1 seconds it takes to pull it back - messy to say the least! Great tip though.

I'm fairly sure i can reach a solution on my own for the logic. But it is a very strange bug that was worth throwing out to the forum to see if anyone else had encountered it.
2010-08-02 20:02:00

Author:
Nagaloth
Posts: 13


Sorry for the confusion about the emitters, but quick-resetting is still possible, if you move the mag switches away from the sequencer while the timer is resetting - this will ensure they are not triggered when the timer makes its return trip.2010-08-02 20:29:00

Author:
Holguin86
Posts: 875


Okay, i went ahead and tried the quick reset switch, and it works perfectly! Much better than emitting a new logic piece each time. Thanks very much Mr Holguin!2010-08-03 20:19:00

Author:
Nagaloth
Posts: 13


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.