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#1

Emitters cut off for no apparent reason.

Archive: 8 posts


I've been working on a level lately that's pretty emitter heavy. Here's a picture to give you an idea of what I'm doing.

http://i0.lbp.me/img/ft/0a0704cf9a6432a2199c993b4032e8f492fff9a8.jpg

Each cannon has an emitter that fires bullets, and each of the colored bars above them spawns aliens. Everything was working fine, but I tweaked the logic a bit and no everything's screwed up. There are about nine alien emitters on each bar, all of them are attached to a randomizer. 7 of them are set up so that they can't be turned on until a certain score is reached, one is set to turn off after a certain score. All I did was change the score amounts that do this. Now, when I get to a certain point in the game, an error message appears (that goes away instantly so I can't read it), and all of my emitters turn off, even the ones on the cannons. The only other thing in the level is a scoreboard with a little bit of scenery around it. It says that I've used no thermo, so I have no idea what my problem actually is. Any ideas?
2011-02-05 01:53:00

Author:
Nucleotyde
Posts: 27


Are you overheating it with emitted objects? Do the emitted objects have a lifetime limit, or are they set to infinite? It sounds like you may be filling the thermo in-game (doesn't show up in create mode because you haven't triggered all those emitters yet). If so, perhaps setting the limit to how many can be emitted at once, or to the lifetime of the emitted objects. But this is just a wild guess.2011-02-05 05:28:00

Author:
v0rtex
Posts: 1878


Test it in create, play as if in playmode, the moment the message comes, pause. I'd guess it's to many objects emitted, the thermo is now dynamic, it rises with the number of objects onscreen, the emitters simply stop if overheating occurs. I also came across a bug, that when sitting in a creatinator, the thermo didn't drop again, when the emitted objects vanished, it only rose with each new one. The thermo went only down again, when ejecting from the seat. (And when i restarted the whole game, thermo calculation was back to normal). No idea what that was..2011-02-05 08:51:00

Author:
Xario
Posts: 238


Are you overheating it with emitted objects? Do the emitted objects have a lifetime limit, or are they set to infinite? It sounds like you may be filling the thermo in-game (doesn't show up in create mode because you haven't triggered all those emitters yet). If so, perhaps setting the limit to how many can be emitted at once, or to the lifetime of the emitted objects. But this is just a wild guess.

They changed that now if I recall correctly, in LBP2 it only takes into account objects already emitted, and not what it may take, so emitters "allegedly" don't take as much thermo anymore , only what they emit, when they emit it.

(Again, I haven't tested this much yet, I'm just saying what I've read)
2011-02-05 09:21:00

Author:
Silverleon
Posts: 6707


Try cutting down extra emitters so the thermo dosen't overheat. Another reason is if you have way too many bright colors or complicated objects, it could cause the game to slow down and have problems/glitches. Don't know about your PS3, but mine does that often.2011-02-05 15:12:00

Author:
FEAR
Posts: 337


I'm pretty sure it's the thermometer, even though I was really hoping it wouldn't be, but I'm not sure that the thermometer is working right. It goes up when an object is emitted, but shouldn't it go down when one's destroyed? I tweaked the logic on the alien emitters so that they don't all have infinite lifetimes (one does though), but my level still burned out when I hit about 50,000 points. Using emitters that should have been more intensive I managed to reach over 100,000 points without the level ever overheating. Is this some sort of glitch?

Here's what's really bothering me.
http://lbp.me/v/wrm63p/scores

All of the high scores on the published version are higher than the scores that it breaks on now. With the logic I used in that version, they should be seeing more things on screen at that point, and each one of them should take more thermo, than the version that I'm working on now.

I should've made a backup...
2011-02-05 17:10:00

Author:
Nucleotyde
Posts: 27


I'm pretty sure it's the thermometer, even though I was really hoping it wouldn't be, but I'm not sure that the thermometer is working right. It goes up when an object is emitted, but shouldn't it go down when one's destroyed?

Yes it should but apparently sometimes it doesn't. As i wrote, in my level at my moon, it worked well again after a restart of LBP2, no idea yet what that is... Are your emitters emitting an object from your popit or did you capture one reference object in the level on the fly? The latter maybe could save thermo, if many emitters used the same reference object.... (Just learned that, it's also great because after tweaking the object, you don't have to recapture it and put it in the emitter again, it updates automatically.)
2011-02-07 17:18:00

Author:
Xario
Posts: 238


Yes it should but apparently sometimes it doesn't. As i wrote, in my level at my moon, it worked well again after a restart of LBP2, no idea yet what that is... Are your emitters emitting an object from your popit or did you capture one reference object in the level on the fly? The latter maybe could save thermo, if many emitters used the same reference object.... (Just learned that, it's also great because after tweaking the object, you don't have to recapture it and put it in the emitter again, it updates automatically.)

Everything that's being emitted is in my poppit; I wasn't aware that there was an alternative. I'll have to try that next time I get to work on it, thanks.
2011-02-08 04:40:00

Author:
Nucleotyde
Posts: 27


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