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#1

Destroy and emit without 0.1 sec delay

Archive: 13 posts


I have an invisible holo material with a DCseat on it that emits different airplane objects depending on wich way it's moving. One for left, one for right and one facing forwards for "the turn". These objects are set up to follow the position and angle of my holo DCseat object, and they also have sensor tag set to destroy them just before another is emited.

This works pretty well, exept that i have to set it so that there is a 0.1 second lag between one direction object is destroyed and a new one is emited. Does anyone know if there is a way to destroy an object and emit a new one (in the same place) at the same, or nearly the same time?

I know i could use holo animation to make the plane turn around, but it does'nt fit the style i'm going for.

Thanks!
2011-02-01 11:32:00

Author:
LaserApa
Posts: 11


Add a tag key to the object and invert the tag sensor to emitt another object when there's no other objects.2011-02-01 11:39:00

Author:
Tobby
Posts: 15


Add a tag key to the object and invert the tag sensor to emitt another object when there's no other objects.
Nope, doesn't work.

I tried this for couple hours and could find no solution. Try to emit faster than .1 and it wont emit. The fastest you can emit shows an obvious lag. I ended up having to use a quick flash of holo to hide it.
2011-02-01 14:51:00

Author:
Biv
Posts: 734


Three tags, labeled "Left", "Right" and "Inactive". DCS left player action activates "Left". Right activates "Right". Hook both of them up to an inverted AND gate and wire that to "Inactive".

Put logic on each object of the airplane; on the left plane object: two tag sensors "Inactive" and "right" hooked to an OR gate. Wire the OR to a destroyer. Now this airplane will destroy itself when one of those tags go up. Do this in the same manner for the other plane objects.

Now you make three tag sensors hooked to three emitters. Sensor detecting "Left" emits a left facing plane. Etcetera.

Would this work?
2011-02-01 14:59:00

Author:
Antikris
Posts: 1340


Add a tag key to the object and invert the tag sensor to emitt another object when there's no other objects.

I think this solution was the best. There is still lag but less than i had before.

I think i will use a holo flash to mask it as well, thanks Biv!
2011-02-01 21:10:00

Author:
LaserApa
Posts: 11


If they are holo material they can just overlap right? So just control their brightness with your logic and never destroy them.
EDIT: Sorry, mis-read that, didn't realize the plane wasn't built from holo material.
2011-02-01 21:37:00

Author:
Osprey71
Posts: 93


I wish you could just use the material tweaker to make any material act like the holo material. Oh well...2011-02-02 18:10:00

Author:
LaserApa
Posts: 11


Are there any other techniques to get around this 0.1 delay? It's giving me a headache right now.2011-02-03 05:34:00

Author:
Ayneh
Posts: 2454


Are there any other techniques to get around this 0.1 delay? It's giving me a headache right now.

A test of spam-emitting suggests you can't demit and remit in the same location on the same frame, unless the object is naturally overlappable (e.g. hologram or glued to DM/LM) - there seems to be a minimum of one frame of latency on the demit/remit cycle, so the space will appear blank for 1/30th of a second.
2011-02-03 20:20:00

Author:
Aya042
Posts: 2870


A test of spam-emitting suggests you can't demit and remit in the same location on the same frame, unless the object is naturally overlappable (e.g. hologram or glued to DM/LM) - there seems to be a minimum of one frame of latency on the demit/remit cycle, so the space will appear blank for 1/30th of a second.

Wouldn't there be a way to start the emit 1 frame ahead of the demit? Have to try this when I get home.
2011-02-03 22:06:00

Author:
Shanghaidilly
Posts: 153


Wouldn't there be a way to start the emit 1 frame ahead of the demit? Have to try this when I get home.

I don't think so. The point is, for that one frame where the object demits, the game believes there's still an object there, so it won't let you emit a new one till the next frame.
2011-02-03 22:10:00

Author:
Aya042
Posts: 2870


That 0.1 delay pretty much puts an stop to any frame by frame non-holo animation. 2011-02-03 22:29:00

Author:
midnight_heist
Posts: 2513


That 0.1 delay pretty much puts an stop to any frame by frame non-holo animation.

You can still emit objects which are glued to DM/LM on top of each other, which ought to work fine for a frame-by-frame animation.
2011-02-03 22:42:00

Author:
Aya042
Posts: 2870


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