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#1

Lazy emitters?

Archive: 17 posts


I wonder if anyone else has run into this problem?

I've got an emitter set to emit an object at a frequency of 0 seconds. This should cause the object to be emitted the moment there is nothing blocking its entry and provided that it hasn't reached the limit of number of emits allowed.

But...it doesn't. There is a noticeable delay before the object is emitted and that delay seems to vary. Vary based on what? I have no idea. It could be 1 second. It could be 5 seconds. There doesn't seem to be any predicting it.

The emit limit is set to 1. That is, I want a new copy of the object emitted as soon as the old one is destroyed. I am certain that when the old object is destroyed every piece is being destroyed properly. I've tried setting the emitter to emit a completely different object in a different location and there is still a delay. I tried making a new emitter to do the same thing and there is still a delay. It doesn't matter that the screen can be almost blank with no possibility that the object is being blocked. There is still a delay.

Lastly, although I can't say I'm 100% sure, I think that the delays have gotten longer the more time I have spent making the level. But my thermometer is only 2/3 full.

What on earth could be causing this?
2011-03-21 23:11:00

Author:
zabel99
Posts: 179


Try setting the time to 0.1, sometimes at 0 there is delays and problems that i've noticed. It's not just emitters that do this, i've noticed it with pistons, emitters and wobble bolts. Hope this helps, sorry i can't be of more help.

Try my levels in my signature if you get the chance! Thanks!
2011-03-22 11:37:00

Author:
Unknown User


I noticed this too, I'll try RacingCreeds suggestion.2011-03-22 11:42:00

Author:
Unknown User


In addition, if 0.1 seconds is too slow for you, you can always set the emitter to 1-shot and hook it up to a very fast pulser, like a NOT gate feeding into itself (and the emitter). In order to turn this pulser on and off, you can put it on a separate microchip and switch the chip on and off. Or try a randomizer as a pulser, set to 0/0/0/0. I don't have much experience with randomizers in that role yet, though. One disadvantage is that they can only be hooked to one input, but the advantage is that they can be easily turned on.2011-03-22 11:54:00

Author:
Antikris
Posts: 1340


I've had an emitter with a similar setup (only one at a time and don't destroy existing) fail to notice the destruction of the object emitted, after having worked fine initially.

It was 1-shot-triggered programmatically though, so I can't say how long it would have taken for the destruction of the emitted object to finally register. In the end, changing it to destroy the (already destroyed) previously emitted object was enough to make it work in the face of this bug (which was annoyingly hard to pin down because I had been looking for a fault with my own destruction-detecting, emitter-driving logic first - who would suspect MM to produce buggy emitter code LOL).
2011-03-22 12:56:00

Author:
tameturtle
Posts: 150


There seems to be loads of issues with emitters overall. I dunno if it'll help you or not but I found having more than one emitter tends to cause problems between them sometimes if you're doing something like emitting numbers for a clock (it's as though they miss every other time they need to emit something), so the first thing I'd do is isolate your problem emitter in an empty level and see if it still doesn't work properly - then at least you'll know if it's a problem with the emitter itself or something else in the level messing it up.2011-03-22 17:12:00

Author:
Ayneh
Posts: 2454


Emitters = broked. I"ve had the same problems since the game's release. If memory serves, they were working correctly during the beta though(?) I have an emitter set up on one of my vehicles to fire a projectile. The same button used to fire is wired to my sound objects in order that they activate at the same time. All I ever get is a few shots off in a row before the emitter kaks out on me but the sound still activates. The worst part is that the emitter isn't even set to fire at 0.0 OR .01... it's at something like .05 and it still doesn't trigger every time.2011-03-22 18:53:00

Author:
Rustbukkit
Posts: 1737


I'm not entirely sure emitters are broken. I think there are a couple of things that could be causing problems:
- Level overheats after emitting, this causes all emitters to stop functioning until the thermo goes back
- 160-hour bug kicks in (can't believe this is still in the game, I got it once despite always rewinding and pausing when I edit my level...)
2011-03-22 21:10:00

Author:
thor
Posts: 388


Emitters = broked. I"ve had the same problems since the game's release. If memory serves, they were working correctly during the beta though(?)
Yeah, they were working as you'd expect before the 1.02 patch in the beta. After that there were a number of levels that would stop working because each object that was being emitted was added to the thermometer along with other problems. For the most part emitters are ok but they haven't really worked 100% since then.
2011-03-23 00:32:00

Author:
Ayneh
Posts: 2454


I've tried setting the frequency to .1 sec before but it didn't seem to solve the problem. I'll try some of these other suggestions.

thor:
You're kidding me! The friggin' 160-hour-bug is still in this game??
2011-03-23 03:50:00

Author:
zabel99
Posts: 179


Nothing I've done to the emitter has made any difference. The only thing that made a difference was when I tried deleting unrelated parts of the level, which I think shortened the delay somewhat although not completely. The problem seems to be connected to the overall complexity of the level, but don't ask me how since I'm only using 2/3 of the thermometer. It looks like there's nothing I can do about it. It's a finished level so it's not as if I can just delete parts of it.2011-03-24 08:07:00

Author:
zabel99
Posts: 179


Isn't it possible to put a tag on the emitted object and have a tag sensor trigger the emitter once the object is deleted and the tag disappears?2011-03-24 08:18:00

Author:
tameturtle
Posts: 150


I have had trouble with an emitter. Not the same thing as you, but maybe related?

The emitter wouldn't emit a certain object, no matter what I tried. There was nothing blocking it from emitting, it just wouldn't emit. It would emit other objects just not this specific one. A couple of times if I just left the emitter trying to emit it would eventually do it, but I couldn't predict if or when it would.

In the end I had to completely rebuild the object (cloning it didn't work) and after that it was fine.
2011-03-24 10:50:00

Author:
Caleneledh
Posts: 15


tameturtle: I've tried that but it doesn't seem to matter how the emitter is triggered.

But there is good news. It is looking like the delays get longer the more time I have spent in create mode for one session. When I started up LBP2 today, the delays were shorter than they were when I quit the other day. So players will probably see shorter delays than I do. (I know that they do see delays, though)

The good ol' "There is too much complexity in this level. Try spacing things further apart" message and the visual glitches that come with it were also gone (temporarily?) today. That also appears to depend on how much time you've spent in create mode in one session, or perhaps on the number of rewindable actions create mode needs to remember.
2011-03-25 06:55:00

Author:
zabel99
Posts: 179


But if you're sure the old object is gone you can simply set the emitter to destroy the existing object and trigger upon actual object destruction (possibly with a delay), just like I did (it seems your problem pretty much exactly matches mine if I'm not gravely mistaken).2011-03-25 08:45:00

Author:
tameturtle
Posts: 150


Aha, I get what you're saying now! You're absolutely right, that does solve the problem! And just when I was about to give up. I owe you big for this. If anyone else has the same issue we had, try tameturtle's workaround. If and until MM addresses this problem, this is an effective way to get around it.2011-03-26 00:12:00

Author:
zabel99
Posts: 179


Emitters = broked. I"ve had the same problems since the game's release. If memory serves, they were working correctly during the beta though(?) I have an emitter set up on one of my vehicles to fire a projectile. The same button used to fire is wired to my sound objects in order that they activate at the same time. All I ever get is a few shots off in a row before the emitter kaks out on me but the sound still activates. The worst part is that the emitter isn't even set to fire at 0.0 OR .01... it's at something like .05 and it still doesn't trigger every time.

Are you sure the input is set to trigger the emitter as a 1-shot and not just turn the power on?
2011-03-26 15:07:00

Author:
Unknown User


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