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

Irritating Emitter Problem

Archive: 9 posts


Hey guys, browsed the forums here quite a lot but this is my first post, because something's really been bugging me in-game.

I've set up a number of emitters to be activated by magnetic keys on a one shot basis. It's important that nothing spawns until it's activated. However, no matter what i do, whether I invert the switches or have the key within range of the switches or not, immediately when I unpause (or play) the level, the objects spawn.

Any ideas what I could be doing wrong?

Thanks in advance for any help
2010-08-23 19:24:00

Author:
Saay00
Posts: 2


the objects come out to fast so when you connect a switch the item will still come out.... helpfull?2010-08-23 19:59:00

Author:
vic10tor2
Posts: 9


the objects come out to fast so when you connect a switch the item will still come out.... helpfull?

This is not the problem.

The OP only states that the emitters fire when the level is unpaused, even though they are hooked up to mag switches.
What I think you need to do is to replace your emitters. Detach and delete them, and place them again. I know it sounds a lot of bother, but this happens with emitters sometimes (for me anyway). That's what I can think of at the moment. Either that or hook each emitter up to a permanent switch and the mag key switches to the permanent switches as well. This way, you can figure out whether its the emitters that are the problem, or the switches themselves.
2010-08-23 20:10:00

Author:
Richasackboy
Posts: 619


As soon as you put an object in an emitter and set the timing to .1 seconds, it will want to emit, unless you've attached the wire first.

Solutions:

1. Set the max emitted at once to 0, unpause, repause, and set the max emitted at once back to its initial value.
2. Put a piece of material blocking the emit zone. Unpause, repause, and delete the material.
3. Put your wires on first.
2010-08-23 20:10:00

Author:
comphermc
Posts: 5338


Did you make copies of the emitters or detach a switch connector from them? In my experience, emitters will become bugged if you did either of those actions.

Bugged emitters will fire instantly as soon as the level is unpaused (and even when rewinding) no matter what switch you attach to it.

I've found two ways to deal with bugged emitters. The first is to delete the emitter and place a new one from the popit, then avoid making a copy of that emitter or detaching switch connectors from it.

The second way is to place a temporary object in the way of the emitter (like a piece of dissolve or peach floaty) so that the first object can't be emitted until you remove that temporary object (by dissolving it or having it move out of the way naturally).

Hope that helps.
2010-08-23 20:11:00

Author:
Gilgamesh
Posts: 2536


Thanks for all the really quick responses guys. I followed Rich's advice first and just re-did it and it worked fine the next time. (Hope these sorta bugs will be ironed out in LBP2!) But also special thanks to Gilgamesh for the tips about avoiding it in the future!2010-08-23 20:45:00

Author:
Saay00
Posts: 2


Solutions:

1. Set the max emitted at once to 0, unpause, repause, and set the max emitted at once back to its initial value.
2. Put a piece of material blocking the emit zone. Unpause, repause, and delete the material.
3. Put your wires on first.

4. Use the special emitter from the Jumping Tank object which has the Frequency* set to infinity. Then it doesn't matter how many times you detach/reattach the wires - it will only ever fire when it gets a one-shot pulse.

* It's technically a period, not a frequency.
2010-08-24 18:45:00

Author:
Aya042
Posts: 2870


Even if you attach the wire while on pause, they will emit as soon as you unpause. It's some really annoying bug.
My working around simply is "unpause + pause + rewind". voila.

.
2010-08-25 00:03:00

Author:
RangerZero
Posts: 3901


This bug plagued me for the longest time. Comphermc's solution 1 worked perfectly. I haven't tested any of the others, but If 1 solves the issue, I'm going with that.

Is this somewhat related to the issue when dissolve material dissolves during create mode? I have a work-around for it, but I'm just curious if I am doing something wrong. Anyone point me in the direction of a thread?
2011-02-25 02:34:00

Author:
getyourwings5
Posts: 35


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.