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#1
Emitter Issues
Archive: 12 posts
Just created a new version of the Mega Suit with on-the-fly suit changing but i have run into a rather fatal issue. No matter what i do some of the suits emit in the back or middle layer instead of the front layer like they are set to. I am at my wits end here trying to figure out what is wrong. I recaptured all of my objects in the front layer. Ive reset the emitters about a million times. Ive deleted the emitters and copied working emitters in their place and tried setting those. If anyone has any other ideas that might be causing the issue please let me know. It only happens to 4/9 of the suits. all the others function just fine. | 2010-10-29 03:02:00 Author: Deftmute Posts: 730 |
If no one responds with a definite answer, would submit is as a bug to Mm. After all, you could get bug blaster suit! | 2010-10-29 03:58:00 Author: QuAcKeRz12 Posts: 176 |
I finally just solved it by copying all of the logic to a brand new sackbot and capturing that. Now i need to figure out why the weapons on 2 of them just stopped working | 2010-10-29 04:04:00 Author: Deftmute Posts: 730 |
The emitters seriously bug out sometimes. If you have any really specific problems with them it's probably a good idea to submit a bug report. | 2010-10-29 04:38:00 Author: Foofles Posts: 2278 |
Bug, but a solution might be to glue some 2layer thick hologram to the back and make it invisible. | 2010-10-29 05:22:00 Author: Fishrock123 Posts: 1578 |
I'm not entirely sure its the same problem, but I posted a report a week ago describing something fairly similar. Hopefully Mm is listening http://community.eu.playstation.com/t5/PRIVATE-LBP-2-Beta/Bug-Emission-plane-not-conserved/m-p/11731292 | 2010-10-29 14:00:00 Author: Slaeden-Bob Posts: 605 |
I would report bugs even if not perfectly isolated. At least the bug is entered and MM can try to figure out on their own. | 2010-10-29 15:14:00 Author: RangerZero Posts: 3901 |
Strangely enough, I haven't had any problems with emitters so far. I actually think they're more stable than those of the first game! I also love how they no longer use up half of the thermo. Xd | 2010-10-29 21:15:00 Author: crazymario Posts: 657 |
I had this issue too. I submitted a big report - I'm having to put 2 or 3 layer invisible holographic material in - as mentioned above. | 2010-10-29 22:15:00 Author: standby250 Posts: 1113 |
This exact bug happened to me too, my bot was supposed to be emitted in the front, but it always popped up in the middle, and if the middle wasn't free, it didn't emit anything. D: | 2010-10-30 09:54:00 Author: Unknown User |
Same problem here. I have some copies of object with 3 emitters on it. First few copies work properly emitting what they need to in right layer but rest of them do not want to work properly, spawning things in layer right behind itself. All objects is absolutely the same instances of exact one captured to popit menu object. But somehow they behave differently. Also all the emitters of one exact object do act absolutely identically. Means the object as the whole don't recognize it's layer properly. Most likely a layer of the object has not just an integer number, but can have some degree of depth position, and having wrong way of approximation of this value can cause this glitch. It's obviously a bug, and must be fixed. It causing very much trouble. | 2011-03-05 19:05:00 Author: Unknown User |
I'm bringing this up again because I'm having the same issue...over a year later. Bah! Can't someone create collapsible platforms without them randomly emitting wrong. Jeesh. And I don't think I can use that hologram trick either. Is there another fix or should I just make a regular up down moving platform after all. This is the first time I've actually been really disappointed with this game since this is STILL going on. | 2012-04-15 19:27:00 Author: xxMATEOSxx Posts: 1787 |
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