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Really weird glitch with emitter-from-creatinator

Archive: 6 posts


So, I made a sort of bunker buster with the creatinator. Basically, it shoots out a medium sized (about the size of a sackboy's head) circle of stone. On this stone is an emitter set to shoot out a missile directly downwards and a microchip.

TL;DR VERSION: The bunker buster won't work when shot to the left, but works fine when shot to the right. The emitter seems to be the problem.

MORE IN-DEPTH VERSION:

The microchip is set up as follows:
Red Tag
Red Sensor (Since they're both on the same microchip, the tag and sensor are unable to detect each other, but able to detect other microchips like it, this way I was able to make the bunker buster detonate remotely just by firing a second round)
red sensor is connected to a destroy chip (shrink)
gyroscope, set to max strength (ensuring that the missile shoots directly downwards)
red sensor is connected along with a timer set to 0.5 seconds to an AND gate, which outputs out of the microchip to the emitter (The timer ensures that your detonator shot doesn't spawn a missile right in front of your face)

The emitter is set up as follows:
Input: one shot
output: missile (LBP2 style, not MGS Pack) directly below stone, facing directly downwards, no momentum, ignore parent momentum. Max emitted: 1, at once: 1, recycle: no, creation: grow, destruction: explode.


The weird thing is... when I shoot the first shot to the right, it works absolutely perfectly, just like I want it to... however, when shot to the left, the emitter will not emit the missile.

I've dissected some of the rounds I've shot to the left, and as far as I can tell, the only thing that's different between them and the ones shot to the right is that they've been flipped horizontally (like everything else shot out of a creatinator to the left). I tried seeing if I could recreate the glitch by manually flipping some of both the rounds shot to the right and left using L3, but it didn't do anything. The sensor, timer, and the AND gate are all being activated just fine. The rocket DOES have enough room and everything to be emitted. I've also tried fiddling around with some of the settings like creation style (grow, dissolve, etc.) but nothing happened. As a result, I'm totally and completely stumped.

Has anyone else encountered a similar problem? Does anyone have any idea what the problem might be? Am I just sucky at working with emitters? Am I going crazy without even being able to recognize it? Any advice, commentary, related news, etc. would be appreciated.
2011-01-29 06:33:00

Author:
Unknown User


Yeah. I was trying to make a shooting range with one gun firing a single bullet out of the creatinator that emits others in a chain reaction, like 1, 2, 4, 8... And it works perfectly... going right. Face it left, and the bullets emitted by the first bullet are much higher up. It's like the location of the first bullet is messed up. All the others think it is higher. No one knows how to fix this?2011-07-03 03:03:00

Author:
Unknown User


I know this will be pretty annoying, but if you really need it you could

Attach a follower to holo about the size of sackboy

Put a bolt connected to a second piece of holo near his head

put a joystick rotator and an emitter on the second holo
2011-07-03 04:47:00

Author:
Zero10100
Posts: 385


Potential Problems...

1. Emitters do not update their emit location if detached from material, copied, and rotated, or just detached and rotated.

-You must copy rotate, and paste the entire object if you want say an emitter shooting left to fire right when flipped.

2. Rockets do not align perfectly to the grid, along with half of the shapes and most of the objects

- This makes it nearly impossible to get a rocket to propel a 0 g object in a straight line without gaining or losing altitude.
- As previously suggested, I too agree that a follower is your answer
2011-07-03 05:38:00

Author:
Unknown User


To lazy to read replys but if the object emits an object to the right, then if shot to the left, sackboy would be standing in the way, blocking the emitter...2011-07-03 20:02:00

Author:
BonBonBoi
Posts: 246


Potential Problems...

1. Emitters do not update their emit location if detached from material, copied, and rotated, or just detached and rotated.

-You must copy rotate, and paste the entire object if you want say an emitter shooting left to fire right when flipped.

2. Rockets do not align perfectly to the grid, along with half of the shapes and most of the objects

- This makes it nearly impossible to get a rocket to propel a 0 g object in a straight line without gaining or losing altitude.
- As previously suggested, I too agree that a follower is your answer

1. This shouldn't matter at all, assuming that you mean relevant to the emitter. If the rocket was spawning directly below the rock, it'd be fine, and cyber's reply indicates that there might actually be some freakish difference in emit-location based on the direction a creatinator is fired.

2. Well that kinda sucks, but it still shouldn't matter. I'll have to try the follower, though.
2011-07-03 21:55:00

Author:
Unknown User


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