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Emmiting questions, speculations and suggestions

Archive: 9 posts


Emitters


Emitters can now emit at 0.0s intervals, which makes them emit as soon as there is a free space.
An optional tweak stops the emitter from emitting when it reaches its max at once value.
Emitter can ignore parent's velocity, so the emitted object does not take into account the movement of the object that it is attached to.
Have effects for emit and destroy, including:

Explode - Note: the explosion is just aesthetic, does no damage.
Appear / disappear - vanishes with no sound.
Dissolve - as in LBP1
Shrink / Grow



You can link emitters to an object in the level, rather than something in your popit (although that is still an option).

Any changes to the object in the level are reflected in all emitters that reference it.
It works with nested emitters, so emitters inside emitters inside emitters, will update all of them with any changes made.
When done editing you can delete the object in the level and the emitter remembers the last version.
It's awesome!


I recently began tinkering over this above.

QUESTION 1:
In general the updating of emitted objects, which I take is that you can edit the captured object which will automatically update the emitted version.
I wonder if I would keep, let us say, a clock in my level, which contains a day/night cycle (the level), where this clock always shows precisely the time. I am also able to go back and forth time, and somewhere in the present, the tower is destroyed. I need to go back to the past to stop the destruction. The clock's handles still needs to be correct though. If I keep this clock in a far corner of the level and it is set to emit in the previously destructed area when it is fixed again, would it then match the handles exactly to the clock it came from, or from its paused state?
May this even be an option to choose from?

QUESTION 2
Does this travel over levels, which means I can contain the object in one level and have it emitted in another?

QUESTION 3
If I should happen to delete the object an emitter is emitting and later I want it back, is there a possibility to have it stored in the emitter and then be able to bring it back up, without making it emit in play mode or anything?


Those are my questions for now

EDIT:
QUESTION 4:
Is it reeeeally awesome?
2010-08-31 21:09:00

Author:
moonwire
Posts: 1627


1) I would guess that it's the current state of the object, but it may just be an instance stored when you edit it in create mode.

2) No

3) I doubt it, though I don't know for sure.

4) Yes. It has been confirmed that emitters are really awesome.
2010-08-31 23:35:00

Author:
Moony
Posts: 368


1) I... I don't really understand.

2) If you capture the object first, yes.

3)If you capture the object first, yes.

4) No. There EPIC
2010-08-31 23:41:00

Author:
Jord-bord
Posts: 153


1) I... I don't really understand.

2) If you capture the object first, yes.

3)If you capture the object first, yes.

4) No. There EPIC

*They're EPIG

http://verydemotivational.files.wordpress.com/2010/03/129140407776674667.jpg
2010-08-31 23:49:00

Author:
Moony
Posts: 368


what im wondering is if you set an emmiter to be linked to an object in the level, and while in play mode, the object gets a chunk blown off of it, will the emitted object be changed too?2010-09-01 23:33:00

Author:
Unknown User


I guess yes, it's Teh Super Awshumness of the new generation emitters 2010-09-02 05:42:00

Author:
Unknown User


No. It won't. Because that would be lame.2010-09-02 06:39:00

Author:
Moony
Posts: 368


What part of in-game-play-mode-easy-emitter-modifying don't you like?2010-09-02 11:47:00

Author:
Unknown User


what im wondering is if you set an emmiter to be linked to an object in the level, and while in play mode, the object gets a chunk blown off of it, will the emitted object be changed too?

I doubt it, but future emitted objects will probably have the chunk missing. What I found was that the object that was emitted, was a direct replica of the current state of the object. So, if I had an object that contained timer logic, the timers would match the current value, rather than the value it was at when I captured it. This was in create mode, but I think it would be the same in play mode. As for it being lame, not really... How can something that adds features be lame??? Sure, it could mess you up at some point if you don't know what you are doing, but remember that you can always delete the reference object to create a time-invariant snapshot (i.e. for the final version).

So, from that, the answer to #1 in the OP is probably yes.

2. Not really, as your reference has to be selected whilst tweaking the emitter. If you move the emitter to a new level, I would guess that it is the equivalent of deleting the reference.

3. Nope, you'll have to start again.
2010-09-02 12:06:00

Author:
rtm223
Posts: 6497


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