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Some questions about emitters and sequencers
Archive: 8 posts
So I'm still working on my changing one thing into another idea, but i am stuck. So what I want to do is that when i shoot an object it turns into something else. So far my idea was that I let the object I want to change vanish (destroy it) and than emmit the one I want it to change into. Since I realized that I can't put the emitter on the same object that I want to destroy I created a base where I put my microship and only the destroyer is on the object. On the microship I put two impact sensors which are tag triggerd by the same tag. The first one destroys the object the other one is connected with a sequencer. On the first row of the sequencer I put a couple of emitters which I want to emitt some flat objects which will later function as a kind of cover (like smoke in a magic trick you know) In the second row I placed another emitter which sholuld emit the final object I want the destroyed one to change into. I new that I can not emit an object in a place were allready an object is. Therefore I thought that I emit the new object a few seconds after the old one is destroyed it should work. But it does not. Why? I can't figure it out. Is it the sequencer mechanic which does not work this way? Is it the emitter? And while i am still on the subject. Is it possible to emit an object which sticks to the place where it is emitted? And is it possible to let one emitter emit an object in more than one place (Let's say I want it to emit object a) for 5 times but in five differnt places) Ok, I think that's it which my questions so far. Hope someone can help me. I really want to make this level but I keep getting stuck with my gameplay mechanics that sucks | 2011-02-17 16:44:00 Author: Unknown User |
And while i am still on the subject. Is it possible to emit an object which sticks to the place where it is emitted? And is it possible to let one emitter emit an object in more than one place (Let's say I want it to emit object a) for 5 times but in five differnt places) If your object has dark matter attached to it, it will stay where it is emitted. I'm unclear on your first question of what is triggering the sequencer. Is it the object that is being destroyed? | 2011-02-17 17:01:00 Author: Shanghaidilly Posts: 153 |
If your object has dark matter attached to it, it will stay where it is emitted. I'm unclear on your first question of what is triggering the sequencer. Is it the object that is being destroyed? No. An impact sensor, which is triggerd by a tag that I shoot at it. Funny thing is that the emitters in first row are working (well the sure need some tweaking but they are activated at least) but the emitter in the second row is not. Maybe the timing is still off. And I have to delay the emitting of the new object even further? Has the whole object to be made from dark matter or does just a one piece of dark matter suffice (if of course it is glued to the rest) | 2011-02-17 17:13:00 Author: Unknown User |
First, you don't need two impact sensors. You can have multiple outputs from the same sensor. Hook the one into both the destroy and the sequencer. Is there a reason to use a sequencer instead of timers to delay the emitting of the new object? Sequencers have latency, which you might be running into. Oh, and one piece glued to the object will suffice. | 2011-02-17 17:54:00 Author: Shanghaidilly Posts: 153 |
Well the reason I didn't use a timer was because I wasn't quite sure where to put it. Do I put it between the sensor and my emitter? Can it be triggerd by the sensor? But basically I used it because I thought it would be a good way to trigger the first 9(!) emitters (the ones that create my cover) all at once and then, a little later, my new object. If there is a better way please tell me. i'm really just getting started with creating and its quite possible that I sometimes don't see the easiest way. | 2011-02-17 18:18:00 Author: Unknown User |
You can just use a timer. Hook your sensor to it and set the timer's input to "Start count up". Hook it's output to your object's emitter as well as the timer's own reset switch (on the bottom of the timer). When your sensor is triggered, the timer will start. When it fills up, it will trigger your emitter, as well as reset itself. As far as your cover, just hook the output of your sensor to all 9 emitters. They'll get emitted right away, then your object will get emitted when the timer fills up. If you want to delay the first nine, put a second timer in the mix. So your sensor goes to the first timer, the first timer's output goes to the 9 emitters and your second timer, and your second timer goes to your object's emitter. Of course, also connect each timer's output to it's own reset switch so they get reset for the next time. | 2011-02-17 18:28:00 Author: Shanghaidilly Posts: 153 |
Thanks a lot! Hopefully now I will get it. What happens though if I do not connect the timer's output to the reset switch (I saw this so often but never understood why). Do I really need to do that if I only want all the actions to happen once? | 2011-02-17 18:41:00 Author: Unknown User |
Thanks a lot! Hopefully now I will get it. What happens though if I do not connect the timer's output to the reset switch (I saw this so often but never understood why). Do I really need to do that if I only want all the actions to happen once? You are correct. If you don't hook something up to their reset switches, they'll just stay full forever. Thus they will be for one time only. | 2011-02-17 21:36:00 Author: Shanghaidilly Posts: 153 |
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