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#1

Random wierd logic rearrangement and reconnections (possible bug)

Archive: 3 posts


Ok, so I'm having a few issues with some bugs (i think) and I wonder if anyone has noticed or has solutions for them....

I'll describe the situation. At one point of my level I have some sackbots acting out a scene where there are two prisoners being marched into a cage by another sackbot. Initially I have the three actors hidden behind some scenery. The scene is activated by the output of a magic mouth on another sackbot, which links to the acting behaviour chip of the three others, once he has said his lines, and deactivates the idle behaviour chip with a NOT gate.

It all works fine when I test in create and preview modes, but when I change to play mode, one of the prisoners doesn't move when they are supposed to. They just stay idle, hidden behind some scenery. I am at a loss to explain or fix it as it works fine in create mode.

A similar thing had happened before, in create mode, where for some strange reason the connection to the acting behaviour chip somehow became attached to the output of a timer in another part of the level (I have no idea how or why this happened but it did on several occasions so it must be a bug of some sort.) But now, when I check the connections they are all as they should be, and as I said it works perfectly in create mode.

I even tried deleting the offending sackbot and copying the one that was working properly as a replacement, but again the sackbot refused to have it's acting chip activated when it should. It getting pretty frustrating now

So, has anyone had similar problems, or have any ideas that may be of help to me?
2011-02-20 03:08:00

Author:
chillum007
Posts: 228


IS yoru thermo full? I spent hours yesterday trying to recreate a glitch happening in play mode, and finally got it to occur finding it happens exactly at overheat. Your level may spike at that moment. In the level I had a jump fumction that just would stop. I had to work around it by having several items put in emitters and emitted after the part, and had earlier parts of the level delete as the player goes along. I have also had magnetic switches change 180 on me.2011-02-20 04:51:00

Author:
celsus
Posts: 822


Thermo is nearly full, still a few notches to go though..... yeah, I've notices a few weird bugs so far, hopefully patches will fix.2011-02-20 05:46:00

Author:
chillum007
Posts: 228


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