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Dynamic Emitters with Sackbots help!

Archive: 6 posts


Alright, I'll try to explain as best as I can. I have two different sackbots, all set up to be destroyed .1 second after they are emitted. Each sackbot, on their receiving controlinators, has the Triangle input hooked up to both an emitter, which is set to emit the other sackbot, and a permanent switch, which is hooked up to a .1 second timer, which, in turn, is hooked up to the destroyer. Here is where the big issue comes in. After six presses of the triangle button (which, as previously mentioned, destroys the current sackbot and emits the other sackbot) the first five go great, however, the sixth goes haywire, emitting multiples of the other sackbot. The seventh then destroys those and also emits multiples of the other sackbot, so on and so forth. However, after the eighth or ninth tap of the triangle button, non of the sackbots are being destroyed! Even with the destroyer, which should have prevented this from happening in the first place, on top of that, the emitter is set to emit only one at a time, with the oldest being destroyed after this limit is reached. Both sackbots' emitters are dynamic, set to emit the other sackbot. I'm so confused as to what is happening, I doubt I will be able to fix it on my own, so if someone wouldn't mind, I'm either going to need a relatively in depth response, or I need someone to help me out in create mode. Thanks! Sorry if I wasn't clear enough in my post, I'm really confused! Thanks again!2011-01-26 07:44:00

Author:
Super_Clone
Posts: 849


Bump.....! I need help, and bad! It just gets worse and worse! It seems as if I set the Sackbot to be destroyed immediately, than the next one doesn't get emitted, but yet when I set the Sackbot to be destroyed .1 seconds after I press triangle, after eight presses of the button (triangle), the sackbots aren't destroyed at all! Could this be a bug?! Sigh... Help me, please!2011-01-26 08:42:00

Author:
Super_Clone
Posts: 849


Hi Super_Clone.

I'm still note quite sure I understand your predicament... In short you want one sackbot to emit a "clone" and then be destroyed?

What happens if you check the circuits of the sackbots not working properly?

I have had issues when I tried to create an ever expanding bridge of floating platforms. Each platform would disappear shortly after you left it, and a new one would be emitted in front of you. I thought I could accomplish this by using dynamic emitters, with all platforms refering to the same template platform.
To my surprise the emitter on the starting platform contained an older version of the platform only being able to emit one less platform than the previous one (If this makes any sense?).
In short the series of platforms would only duplicate themselves for a set number of cycles, until the emitted platform was back at "version one" meaning a platform with empty emitters, causing the bridge to stop extending.

I have seen people make infinitely self-replicating objects in the beta though, so I might be doing something wrong...
2011-01-26 09:01:00

Author:
Slaeden-Bob
Posts: 605


Well, in a way, yes, they are emitting clones. However, the two sackbots will eventually have different abilities, hence and emitting and destroying of each sackbot. I have two template sackbots at the top of my level, out of the range of the controlinator. The Sackbot that you begin with is a single copy of one of the sackbots at the level top, and the triangle output is set to destroy that sackbot, and then emit the second elemental sackbot, which then carries out the cycle everytime triangle is pressed. The sole difference between the two sackbots is the costumes and the emitters, with each sackbot set to emit the other by using dynamic emitters. Then, after the eighth press of triangle, each time triangle is pressed, rather than only one copy of the other sackbot being emitted, numerous copies of that other sackbot are emitted at the same time! If it would be easier for anyone to help with, I can add them as a friend then show them the issues? Thanks again!2011-01-26 09:14:00

Author:
Super_Clone
Posts: 849


What if instead of having the emitters on the sackbot circuits, you create an invisible, following piece of holographic material with the emitters attached?
Then only have the destruction mechaniscm on the sackbots themselves, but make the emission be tied to an external source?
2011-01-26 09:19:00

Author:
Slaeden-Bob
Posts: 605


Alright, I'll try that later! Thanks so much for your help, this was/is so confusing, but it's kind of starting to make sense! Thanks again!2011-01-26 09:21:00

Author:
Super_Clone
Posts: 849


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