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#1

This should be fixed...

Archive: 9 posts


One thing I find annoying in LBP1 is also something that should NOT be in lbp2 is:
An Emitted Emitter Emits Upon Emitting.

Does that still happen?
2010-12-06 06:41:00

Author:
.jamo
Posts: 172


Emitters were very bugged in LBP1 and they've been overhauled in LBP2. The major bug was the one-shot/rewind bug where emitted objects would ruin my level if I rewound at all after pressing play. I am not sure about the specific bug you mention.2010-12-06 17:41:00

Author:
thor
Posts: 388


an emitted emitter still emits upon emitting (gosh its like a tongue twister thread) but this happened to me before the latest patch so ill have to check again2010-12-06 17:54:00

Author:
Skalio-
Posts: 920


Can someone explain exactly what this bug is? Because I've often used emitters within emitters within emitters and haven't come across any major problems...2010-12-06 23:13:00

Author:
thor
Posts: 388


Can someone explain exactly what this bug is? Because I've often used emitters within emitters within emitters and haven't come across any major problems...

I think it's related to the rewind and you get something emitted bug, in the sense that you can quite happily avoid it if you set things up properly. Or it's related to the one-shot signal types being evaluated when the object is spawned. I'm pretty certain it's not a fundamental thing to do with nested emitters.
2010-12-06 23:26:00

Author:
rtm223
Posts: 6497


I'm pretty certain it's not a fundamental thing to do with nested emitters.

That's because it's not directly a problem with nested emitters.


It's a problem with the rewind with automatically on wires, which the game simply sees as the emitter already having emitted the object.
I believe this only occured with oneshot inputs, but I could be wrong.

To my knowledge it is completely fixed in LBP2. Rewind rewinds to the last edited state. (including a complete rewind into pause for wires.))
2010-12-07 04:09:00

Author:
Fishrock123
Posts: 1578


Even if it is doing it still you can just have a timer hooked up to the emitter. LBP2 has timers. so it won't go off till the timer goes off. I used that for my SpiderBot which did not make it into the top five for BCC03. Sad face. But Atleast the top five were awesome machines to play with.2010-12-07 05:31:00

Author:
Kitkasumass
Posts: 494


I think it's related to the rewind and you get something emitted bug, in the sense that you can quite happily avoid it if you set things up properly. Or it's related to the one-shot signal types being evaluated when the object is spawned. I'm pretty certain it's not a fundamental thing to do with nested emitters.

Oh OK so I have come across it, and it has ruined my level numerous times...

The major bug was the one-shot/rewind bug where emitted objects would ruin my level if I rewound at all after pressing play.

They haven't fixed this? Wow. This is one of the major bugs that I noticed in the LBP1 beta and it's STILL in the game? Don't tell me they've still got the "gluing hierarchy" bug (when certain pieces are dissolved my entire level would fall apart from becoming unglued) - found in the LBP1 beta.
2010-12-07 09:25:00

Author:
thor
Posts: 388


^^No they did fix this, emitters don't emit unless you set them to now, no more rewind bug,
he was trying to say even if it was not fixed(and it is fixed) that you could use what he said to get around the problem~
2010-12-08 02:14:00

Author:
Lord-Dreamerz
Posts: 4261


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