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Emitting on an emitted object help

Archive: 4 posts


I'm trying to create a score count and emit hologram material for each count. I have 21 numbers starting at zero and have all the emitters tied to a selector with a senser attached to the cycle input. How do I make the previous emitted number disappear? I probably left out a crucial logic piece or I don't have my emitters properly set.

Any help would be appreciated.
2011-02-09 00:59:00

Author:
Wozamil
Posts: 11


Create a Microchip containing a Tag, a matching Tag Sensor, and a Destroyer. Wire the Tag Sensor to the Destroyer, and simply attach that chip to each number.2011-02-09 01:25:00

Author:
Aya042
Posts: 2870


if you want them to dissapear shortly after appears just set the lifetime shorter.

But if you want it to stay until the next is emitted (when you get to the next score) its more complicated.
Unfortunatly im not on my ps3 right now and if i tried to make what your talking aabout id probobly find a much easier way but right now all i can think of is have each selector output not attached directly to the emitter but to a NOT switch that is connected to the emitter.(so yes, 21 NOT switches)

If they are emitting before you get to the points and just all emitting at once youll probobly have to invert the output of each NOT switch.

What this will do is is turn on the mitter while its selected but turn it off when its not.

Because of this you wont be able to have the emitted holo set to a long lifetime or have the emitter set to one shot.

Set the frequency and lifetime on all of your emitters to .01 seconds. (use the stick insead of d-pad when choosing time) and set the create and destroy effects to appear and dissapear.

this will make it so as soon as the selector changes the emitter will stop. Also set the emitter to Power On/Off instead of 1 shot

Sorry if it didnt work and i hope i helped
2011-02-09 01:33:00

Author:
Jboy1995
Posts: 48


if you want them to dissapear shortly after appears just set the lifetime shorter.

But if you want it to stay until the next is emitted (when you get to the next score) its more complicated.
Unfortunatly im not on my ps3 right now and if i tried to make what your talking aabout id probobly find a much easier way but right now all i can think of is have each selector output not attached directly to the emitter but to a NOT switch that is connected to the emitter.(so yes, 21 NOT switches)

If they are emitting before you get to the points and just all emitting at once youll probobly have to invert the output of each NOT switch.

What this will do is is turn on the mitter while its selected but turn it off when its not.

Because of this you wont be able to have the emitted holo set to a long lifetime or have the emitter set to one shot.

Set the frequency and lifetime on all of your emitters to .01 seconds. (use the stick insead of d-pad when choosing time) and set the create and destroy effects to appear and dissapear.

this will make it so as soon as the selector changes the emitter will stop. Also set the emitter to Power On/Off instead of 1 shot

Sorry if it didnt work and i hope i helped

I do enjoy that setup but since each number change is random it wouldn't work but this has given me an idea for another level.

I will try the tag sensor/destroyer combo. I think I can easily make that work, I hope. Thanks
2011-02-09 02:00:00

Author:
Wozamil
Posts: 11


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