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#1

Spikes keep functioning after being destroyed

Archive: 5 posts


Hi, sackworld!<3

Trying to make a level here, and faced another problem. There is a block, with either set of large or small spikes on it. By the plot of my level, at a certain point we have to destroy this block and spikes.

Out of the Object Tweaker menu, I take Destroyer and stick it to the block and to the spikes themselves. Then I take a 2-way switch and attach it to a Destroyer. Move the switch's shifter, and voila! The block and spikes are gone. BUT.

But the spikes don't really disappear. They become invisible and fall on the floor. You can't see them, but the function is still there, and it kills where it's not supposed to. If you take a Poppit Cursor, and select the area, where you suspect the invisible spikes lay, it does select the invisible spikes, and this is the proof they are still there.

What am I doing wrong? How to make those spikes totally disappear?

(So far what I did, I made my own set of spikes out of metal material, and made it lethal, using electricity. But it's not the same, it looks fake to me. I wanted real looking spikes to function properly)...
2011-04-04 17:47:00

Author:
Unknown User


Did you try all options on the destroyer? Offhand, I think they are called All Hard Connections and Include Touching? I would try the first and if that didn't work, try the other as well as both to see if that helps.

Good luck!
2011-04-04 17:52:00

Author:
jwwphotos
Posts: 11383


Sounds like a bug in the destroyer. You should report it to Mm. In the meantime, there's a workaround you can use: an lbp1 destroyer, aka: an emitter.

Set up your object however you want, capture it and then set an emitter to fire it. Set the emitter's lifetimer to infinite, "max at once" to 1, and set its input action to "emit once." Trigger the emitter and you'll have your object. Place it wherever you want (you can even glue it down). Move the emitter somewhere out of the way where it can emit the object again without getting in the player's way. When it comes time to destroy the object, trigger the emitter--it'll emit a new object and get rid of the old one.

I only experimented with emitters a little bit, but as far as I observed, they were always perfectly reliable in destroying their creations. Even if an object has been bombed into several small pieces, re-triggering the emitter causes all of them to disappear. Also, I haven't tried it in lbp2, so it's possible that the same bug may apply to emitters that's applying to your destroyer, but I doubt it--I'm pretty sure the emitter will work perfectly.
2011-04-04 22:51:00

Author:
Sehven
Posts: 2188


That's a nice tip!2011-04-04 22:53:00

Author:
Chicago51
Posts: 258


Chicago51, I agree. Sehven gave a great solution, worth trying. I guess next time I will definitely find a use for it.

But this time the other way worked. As jwwphotos adviced, I went to play with Destroyer Options. When I set all of the destroyers into Include Rigid Connections mode, my whole house was crushed. So, I had to exclude those settings for some of the Destroyers, trying one by one, which one caused connection to the rest of the building.
It surprizingly worked out. To me looks like no logic whatsoever, how come only one of them got connected to the whole construction? But nevertheless, it's done. The level is published and the destroyers (their weird combination, lol) seem to work fine.

But still, this is definitely a bug, so I'm gonna report this issue to MM, as Sehven advises. Hope they'll fix it, cause for creators (especially newbies!) it causes a huge dilemma.
2011-04-15 17:06:00

Author:
Unknown User


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