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Weird Bug when Emitting Sackbots!

Archive: 2 posts


Hey all, I've run into a strange problem and I'm wondering if anyone has heard anything like this before -- if anyone can shed any light on this, it's not an exaggeration to say I will be eternally grateful...

Basically, I'm making a side scrolling hack-n-slash (or action rpg?) type game. I've got the players' sackbots fully built, as well as the enemies, complete with AI. I've even almost got the first level built, which supports 2 players. The problem is, I am trying to put the enemy sackbots into the level via emitters.

Every time I do this, a very strange thing happens: the players' sackbots start to lose the ability to jump. In other words, you press the x button, and sometimes you do a full jump, but sometimes you go up a few pixels and then pause in mid air, like you're stuck to the ground, and then land back on the ground.

I'm 99% sure this is linked to emitters because I tried making a completely clean level and just putting the player and enemy sackbots in (both emitted) and they seem to be having the same problem -- as long as they're emitted. If the enemies are not emitted, then everything works great. The problem is, each enemy takes up almost half a bar of thermo, and in a twenty minute level I need to emit most of those enemies.

I've tried doing the emitting by capturing one enemy as a reference object within the level, as well as by choosing them as an object from my popit. I've tried making multiple emitters and I've tried using one emitter which moves with the players, and is triggered by tags. Nothing makes a difference... help?



Thanks for reading,

Alex


p.s. one possible problem is that I have more than one mover on each of these sackbots. I think I remember someone saying that that could lead to weird glitches, but I don't know if it could be related.... I'll try consolidating them all into one central advanced mover and see if it makes a difference.
2011-02-14 17:32:00

Author:
Alic
Posts: 81


So no one has seen anything like this? I tried deleting all the movers from my sackbots and rewiring things so every function could be performed by one advanced mover, but still no luck -- jump remains occasionally glitchy as long as I'm emitting these guys.

I suppose I'll create a custom jump, since the LBP jump doesn't seem to like me anymore. Would really like to understand what's going on, though...


Alex
2011-02-15 04:36:00

Author:
Alic
Posts: 81


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