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Can anyone help me with an emitter set-up? =)

Archive: 5 posts


I'm trying to create a small section within a larger level where the player resets/activates a global water tweaker and deadly gas emitter at the same time.

The scenario is that the player(s) reach the bottom of a deep sinkhole, and as they climb their way up to the exit, the water level steadily raises up below them, filling up the sinkhole. They need to reach the surface before the water envelopes them. To increase the tension, I am trying to include a deadly gas layer that raises up just under the water's surface. That way, if the player misses their footing and falls into the water, well, you know... OUCH! Then they end up back at the checkpoint porthole at the bottom of the sinkhole to give it another try.

I've got the water figured out. One player sensor activates the raising water, while another player sensor resets the water when the player pops out of the checkpoint porthole.

I have the deadly gas built as an independent object with a mover on it with it's speed set to match the raising water. A player sensor activates the emitter that releases the deadly gas object.

But if the player doesn't make it, and is sent back to the checkpoint, how can I reset the deadly gas emitter and have it ready to receive the next player sensor signal?

I'm also open to any suggestions that forgo the emitter and simply make the water deadly.

Thank you!!!
2011-02-22 21:23:00

Author:
suboken
Posts: 3


Well on the gas itself put a player sensor that detects the player and invert it. Have it only sense above the gas. On the gas put a destroyer. Attach the inverted sensro to the destroyer. When the player dies and cannot be sensed it will destroy itself.

On the emitter that emits the gas, be sure that it has it set to only emit 1 at a time, but infinite amount and not to replace the last one emitted (I'm guessing you already have it like this).

Hopefully that does it for you.
2011-02-22 21:44:00

Author:
RSQViper
Posts: 302


Well on the gas itself put a player sensor that detects the player and invert it. Have it only sense above the gas. On the gas put a destroyer. Attach the inverted sensro to the destroyer. When the player dies and cannot be sensed it will destroy itself.

On the emitter that emits the gas, be sure that it has it set to only emit 1 at a time, but infinite amount and not to replace the last one emitted (I'm guessing you already have it like this).

Hopefully that does it for you.


Thank you so much for the tip!

So, if the player gets killed and is sent back to the checkpoint, would the destroyer make the emitter reset itself? As I have it now, the checkpoint is in a small room adjacent to the bottom of the sinkhole. And when the player respawns from the checkpoint, the water resets to the original level. But when the player passes by the sensor to reactivate the water tweaker and emitter, the emitter doesn't produce the gas object, even though the first gas object has already run its path and disappeared.

Maybe I need to make this part of the level less ambitious.
2011-02-22 22:01:00

Author:
suboken
Posts: 3


IT WORKED!!!

Many, many, thank yous for your suggestion!

I think I could have this track finished by the weekend!

Thanks again!
2011-02-22 22:23:00

Author:
suboken
Posts: 3


From how you have explained it, the emitter should be ready as soon as the player sensor is reactivated, so as ong as the player leaves the area of effect fo the player sensor and re-enters it, the emitter should re-emit... one thing to check is to make sure you haven't set the maximum emitted objects to ntying, as it's possible it reached that number, and also make sure the previous gas object is destroyed if you have your emitter set to 1 at a time item limit..... just incase that is borking something up,.

Hope this helps,

Littlebig Peggles.


Sorry for this post, I loaded this page a while ago and forgot to refresh so thought no one responded!!! Woopsies. Sorry again... ignore me!
2011-02-22 22:29:00

Author:
Unknown User


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