Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Help!
#1

1. Future functionality? 2. Emit to relative location? 3. Follower overshooting woes

Archive: 6 posts


I've a few questions that I wanted to put into one post rather than adding more spam chaff to the forum.

Question 1:
https://lbpcentral.lbp-hub.com/index.php?t=28726-New-Tools-Features-and-Updates-in-LittleBigPlanet-2&highlight=LittleBigPlanet

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!
It was posted a while ago that there is intended functionality of linking objects, such as emitters to a master object so that changes to the master object will change the settings on all the linked objects.

I have tried poking around to do this type of action but didn?t get too far so I think I?m either not doing things correctly or this is something that didn?t make the retail cut and will be future functionality similar to the keyboard/mouse support.

Can anyone else confirm or deny that this linking function is present in the current build of the LBP2 client?

Question 2:
I?m using an emitter on a sackbot to emit objects, naturally enough, but I?m seeing that the emitter is only emitting the object in the layer that I specified when adding the object to the emitter rather than relative to the emitter.

Example: Emitter is in front layer, I modify the emitter to include the object and choose the emit location to be the front layer and just in front of the sackbot. When I play the sackbot, move to the back layer and trigger the emitter it emits the object in the front layer rather than the rear layer.

Is there a way to have the emitter emit based on local layer space? To emit to a relative layer location rather than an absolute layer location?

I think I could hack around this by having a one time In/Out mover act on the object when it is emitted to move it into the same layer as the sackbot but this seems inelegant and has level design repercussions.

Question 3:
I have a piece of invisible holo with my primary DCS with a gyroscope and follower both set to maximum strength and speed. The follower follows a tag that is active on the current sackbot but I notice that when I quickly change focus from sackbot to sackbot while holding the left analog stick in any particular direction that DCS with follower will wildly overshoot the tag it is heading to and need to course correct.

This results in the player, in create mode I can see it all happening, shooting off like a rocket past the tag and missing it by a long distance before it snaps back to the correct position.

If I quickly toggle between sackbots without pressing any particular direction with the left analog stick the DCS will snap quickly and perfectly to the next tag without overstepping at all.

I've played around with changing both the gyroscope and follower?s strength and speed and can slow down the DCS that is only moderately shoots past the target tag but the problem still exists. Switching from one tag to the next with no directional input works perfectly, but when done in combination with the left analog stick being pushed in a direction caused a rocket cheetah effect.

Any advice/theories on what could be causing this?
2011-01-26 23:42:00

Author:
Trindall
Posts: 297


I can assure 1. is possible, I've done it myself.
Remember, what you gotta do is PLACE an object, have the emiter emit that specific object (don't capture and emit it, select it to be emitted directly from there.)

Now anytime you edit it, the emitter will emit the updated version.
Once you delete it, that's the final version ithat will be emited, copying it, or capturing and setting another one will not affect the emitter, only the original piece does.
2011-01-27 00:03:00

Author:
Silverleon
Posts: 6707


3: did you make sure that you put the decelleration on the follower to max, this way it will stop moving as soon as it reaches the tag , and it wont have any momentum to keep going and overshoot2011-01-27 00:07:00

Author:
Skalio-
Posts: 920


I can assure 1. is possible, I've done it myself.
Remember, what you gotta do is PLACE an object, have the emiter emit that specific object (don't capture and emit it, select it to be emitted directly from there.)

Now anytime you edit it, the emitter will emit the updated version.
Once you delete it, that's the final version ithat will be emited, copying it, or capturing and setting another one will not affect the emitter, only the original piece does.
I think I understand what you mean but I want to try this out in create mode to see if this makes sense. What I'm not too sure on right now is how I am able to select a placed object as the source of the emitter rather than picking something I've already captured and is in my popit.

I think if I look at the GUI when I'm in the emitter things will be clearer. I really appreciate this information as this ability will be an immense time-saver. I can't understand why things like this are better documented somewhere. (They will be soon I'm sure.)


3: did you make sure that you put the decelleration on the follower to max, this way it will stop moving as soon as it reaches the tag , and it wont have any momentum to keep going and overshoot I need to check the follower. I have not set anything myself so this is likely the problem but I do not remember there being a deceleration option in the follower.

I did think about this being a source of the problem but was trying to put a gravity tweaker on it and use that deceleration value but it didn't work well.

Thanks for the help on these questions so far.
2011-01-27 00:58:00

Author:
Trindall
Posts: 297


I'm not getting the same results with the emitter/sackbot issue. I placed the sackbot in the front thick layer and set the emitter to emit a thin DM square directly in front of the sackbot on the front thin layer. The emitter does place the DM square relative to the sackbot. There must be some other issue involved.

edit: oh I see. If your sackbot is in the back thick layer and you set the emit to front thin it will always go there. Put the sackbot in front thick layer and then set emitter to front thin and it WILL move relative to bot.
2011-01-27 01:42:00

Author:
IStwisted
Posts: 428


I can assure 1. is possible, I've done it myself.
Remember, what you gotta do is PLACE an object, have the emiter emit that specific object (don't capture and emit it, select it to be emitted directly from there.)
Thank you for this info Silverleon, I could see the select option easily when I went to pick my emitted object.

So naturally I tried to see how robust this linking functionality worked for emitters so I built a simple sackbot that emitted a sackbot that emitted a sackbot until there were a total of six sackbots.

I linked each emitter to a different master object and the whole emit chain works without problem but the game does not seem to dynamically update the emitted object when I change logic in one of the nested master sackbots.

I was modifying chip/gate values on the third and fifth master sackbots but the test emitter was not being updated with the changes I made. I think that there may be a correct order of linking nested emitter objects because sometime the test emitter would end emitting an newer version of the master object but a version I modified a few minutes ago rather than the current version of the object.

I found that if I made a physical change to the sackbot then did emit the current version of the object but if I changed logic/switch/gate values only then it did not. I also found that if I made a physical change to the first master object that it was updated immediately but when this physically updated sackbot emitted the next sackbot that it was the cached older version.

So I had to make a physical change, in my case I added a sticker to the face, of each of the master sackbot objects starting from the first to the last in order to get the various linked emitters to reflect the current state of the logic contained internally to each master object. At the moment I?m chalking up this wonky behaviour to problems found in the initial retail client. Anyone know how to file a bug report for the retail version?



3: did you make sure that you put the decelleration on the follower to max, this way it will stop moving as soon as it reaches the tag , and it wont have any momentum to keep going and overshoot
On the follower I?m using there is no explicit deceleration variable but rather only an acceleration option. However last night when I tried to reproduce the out-of-control rocket burst that overshoots the follower it would no longer happen. Things were much smoother but I noticed that the follower invisibile holo with DCS would always stutter when switching from sackbot 2 to 3. I?m thinking this is more small buggy type behaviour that will get cleaned up by MM over time.


I'm not getting the same results with the emitter/sackbot issue. I placed the sackbot in the front thick layer and set the emitter to emit a thin DM square directly in front of the sackbot on the front thin layer. The emitter does place the DM square relative to the sackbot. There must be some other issue involved.

edit: oh I see. If your sackbot is in the back thick layer and you set the emit to front thin it will always go there. Put the sackbot in front thick layer and then set emitter to front thin and it WILL move relative to bot.
I think I?m seeing what you see. If I place the emitted location to be in the same layer as the emitter, just to the right, then when I use the emitter then it will emit in the same layer only if I?m in the middle or front layer.

If I place the emitter to emit in the front layer while the emitter is in a different layer then it always emits to that layer. One thing that was tripping me up was that when I select an item to emit the placement layer seems to always default to the front layer. Secondly when I choose what I want to emit and pick the layer to emit to it will not allow me to emit that object into the rear layer.

I think that is also why it ends up emitting relative to the emitter only for the middle and front layer. Can holo be emitted onto a solid object or does it also need a perfectly clear emit destination like all the other solid objects?
2011-01-27 17:44:00

Author:
Trindall
Posts: 297


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.