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#1

Modification of the emited object

Archive: 6 posts


Im just curious. Is there some way to modify emited objects in some efective way (expecially few levels deep)? Without recreating all the objects again?

I will give you example... Im working on the RTS level http://lbp.me/v/xhg8ft And I want to create improved sequesl. And this time in a propper way. Without some stupid basic design errors.

Now my problems is:
Projectiles are emited by the units
Units are emited by the buildings
Bildings are emited from the building spots
Building spots are emited from the research building (after research finish)
research building is emited form its building spot.
And that spot is emited from the emitor trigered by some event.

Now if I encounter some glitch with the projectile behaviour and want to fix it, I have to basically update all these levels. (and considering the projetiles are emited by all units, it means all building etc...) - create the projetile. modify the properties of emitors of all units. Then use these units to modify emitors of the buildings, etc...

Is there some easy way - the way I can store the emited objectnot in the emiter, but somewhere else. So in case i modify this object - all emitors (even ew levels deep), will automatically use it?

Thanks
2011-02-11 11:55:00

Author:
Agarwel
Posts: 207


Yeah, just use the dynamic emitter setting.
It looks like the capture tool when you're choosing an object to emit.
(You will need a copy of each object offscreen somewhere)
If you modify the offscreen object, it will also change inside the emitter.

Not sure if it works with nested emitters though.
2011-02-11 12:10:00

Author:
midnight_heist
Posts: 2513


Hmm. Will have to give it a try.
Sounds promising. Because my current solution is really problematic and can cost lot of time to tweak even simples details. Hope it works even for nested emitors.
2011-02-11 12:35:00

Author:
Agarwel
Posts: 207


THe dynamic emitters works for nesting, but not across levels.

I tend to work with a "tech" level, that has all of the resources and the nesting of emitters carried out dynamically, with little test scenarios etc in that level. Basically because I'll blow the thermo and break a gazillion things if I develop tech in the same area as the main level. Once I am happy, I copy across microchips for the top level emitters into the main level. You can actually get away with copying the entire hierarchy of emitters in a single microchip that way. The dynamic nature gets broken in the copying, but it's pretty easy to work with IMO and you don't have to have thermo wasted on all sorts of tech lying around your playable level as reference objects.
2011-02-11 12:46:00

Author:
rtm223
Posts: 6497


There are minor issues with dynamic emitting since the game isn't always right about knowing what is part of the object.

I am not sure but I think if you drag select everything and just move it around it will relink it. I've noticed sometimes holographic material glued to things that are dynamically emitted would bug out and that would fix it.
2011-02-11 13:12:00

Author:
Foofles
Posts: 2278


I've had problems with nested emitters loosing their links. I have a tank that is emitted, that emits a bullet, that emits a trail. If I change the trail it doesn't usually update, I have to re-capture it again. If I change the bullet it works most of the time (but not always), which is only two emitters deep. Any changes to the tank always work properly, which is the first emitted object.

It is definitely buggy, it seems the deeper the link the more prone to failure.

I've been keeping all my objects in an isolated area of my level, there is a tag labeled "non-active" in that area that all my emitted objects detect. It keeps them in a state of stasis, turns off all the logic and sets Antigravity to keep them from moving.
2011-02-11 21:37:00

Author:
Osprey71
Posts: 93


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