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#1

Strange bug with emitted rockets

Archive: 10 posts


I'm having a rather annoying bug.

I emit a rocket attached to an Impact Explosive with a lifetime of 2.0 seconds. This is basically a missile. As long as the missile hits nothing in its path, both the Impact Explosive and the rocket will vanish correctly.

The problem arises when the missile actually hits something. The Impact Explosive blows up and the rocket is detached, but doesn't disappear even after the 2.0 seconds are up. What's worse, even though my emitter is set to only allow 1 object at the same time the rocket remains even when a new missile is emitted, creating a potentially endless supply of rockets.

Does anyone know if there is a fix so that the rocket disappears after a set amount of time like it should?
2008-11-21 05:06:00

Author:
Gilgamesh
Posts: 2536


I'm at work so can't test this.

Make the rocket out of dissolve material. Attach a magnetic switch to rocket and wire from the switch to the rocket. Attach a magnetic key to the explosive. Set the switch to invert. Now so long as the explosive is attached to the rocket it will not dissolve. As soon as the the explosive explodes the key is destoyed and the rocket dissolves.

But can you attach a key to the explosive?

Does this make sense. People seem to have trouble understanding my ramblings.
2008-11-21 10:55:00

Author:
staticvoid
Posts: 37


You can attach a magnetic key to an explosive. This particular one already has one for various purposes.

I highly doubt that I can change the material of an object, but I must admit that I have not tried.
2008-11-21 13:35:00

Author:
Gilgamesh
Posts: 2536


of course you can't change its material :o I is stupid.

I should wait until I can try something before sugesting it. But I can't resist.

How about attaching the rocket to some dissolve for same effect. When an object is dissolved doesn't everything attached to it dissolve. You may also have to place a piece of metal between the dissolve and the explosive to stop from being destroyed by the explosion rather than dissolving.
2008-11-21 16:15:00

Author:
staticvoid
Posts: 37


See if you can examine the rockets in the Frozen Tundra. You might get some clues as to how Mm did it. It sounds like they have something similar to what you are want.2008-11-21 17:02:00

Author:
Risen
Posts: 251


I ahd this same problem. The key is that the moment that mine explodes and the rocket detaches, it's no longer an emitted object, and is just a rocket by itself.

These things can really get annoying, so your best bet is to just make it emit an impact explosive by itself, with a really high initial velocity.

I believe what MM did was attach the rocket to a undestructible objec,t like metal or rock, and then the impact to that, thus even when the bomb blew up, the rocket was still attached to the main section, thus it would still be part of the emitted object, thus would still fade.
2008-11-22 03:10:00

Author:
lionhart180
Posts: 200


I believe what MM did was attach the rocket to a undestructible objec,t like metal or rock, and then the impact to that, thus even when the bomb blew up, the rocket was still attached to the main section, thus it would still be part of the emitted object, thus would still fade.

I thought the same thing.
2008-11-22 16:59:00

Author:
aer0blue
Posts: 1603


The MM missile is an object that you win somewhere. Try emitting it instead of your custom missile and see if that works. I'm with the two posters above on what I think the fix is.2008-11-24 16:59:00

Author:
Risen
Posts: 251


Yeah i found this the first day when trying to make a tank (just like everyone else did lol)
When i learned how to use emiters berrter though I just realised you didn't really need the rocket for that and just made the explosive fly out at speed on it's own
2008-11-24 17:14:00

Author:
dorien
Posts: 2767


I believe what MM did was attach the rocket to a undestructible objec,t like metal or rock, and then the impact to that, thus even when the bomb blew up, the rocket was still attached to the main section, thus it would still be part of the emitted object, thus would still fade.

Yea I agree with this also. You could just have it emit explosives at high speeds, but, being the Mech fan that I am, a missile just isn't a missile without a rocket! I enjoyed the swirling effect they had when being emitted in your beta. I think your best bet for the effect you want is lionhart's solution
2008-11-24 17:32:00

Author:
KAPBAM
Posts: 1348


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