Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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Emitter Problems
Archive: 13 posts
Hi I've recently been working on a multi sectioned top down level where you move to a different level every time you complete one (Not level links). Anyway, the problem I'm having is that when I finish the first level and teleport to the next, I enter the controllinator and the emitter emits the thing I'm going to control but the object I'm controlling dosen't work the way it should. The thing I'm controlling should fly as well as move back and forth. It only moves back and forth. Then when I destroy it and the emitter emits another one it works absolutely perfectly. I don't understand why the first one it emits dosent work when the second one does. I've tried everything I can think of to make it work. I've tried: Putting a pre-fabricated object in front so that I can use that until its destroyed and the emitter emits another. Letting it emit loads in the hope that once I delete the not needed ones any left to emit will work. Changing the way it emits with loads of different switches and detectors (Currently it emits when a player sensor goes off after I teleport there) I'm sorry if that post was very confusing Its not an easy thing to explain. Basically the first thing my emitter emits wont work. Every other one will. The thing its emitting is controlled by a remote controlled controllinator if that makes a difference. Thanks so much to whoever tries to help The level I'm working on is unbelievably complicated but so far this is the only problem I can't overcome on my own. | 2011-04-25 18:56:00 Author: TheOshenator Posts: 54 |
I've read your post probably 4 or 5 times now... I can't pinpoint a reason why it wouldn't generate a working object every time... Have you tried making the emitter push out a working unit, then tweak the emitter and change the object being emitted to that object using live capture? Maybe post a description of the actual controls. Perhaps it's something on the controls that is preventing the first unit from moving correctly. Make sure all your tags and sensors have unique lables from the other tags and sensors in the level. You could also try object capturing the emitter and placing it in a new level to just see what comes out. | 2011-04-25 20:55:00 Author: shane_danger Posts: 283 |
I'm stumped too. Also I forgot to add that it works perfectly in create mode. First one that it emits works fine. It only stops working when I go to play mode. I'll try your ideas and get back here with a description of the controls if it keeps not working but I must warn you.......the object I made is seriously complex with 3 full microchips so the description may be long and complicated. Thanks so much for posting | 2011-04-25 21:17:00 Author: TheOshenator Posts: 54 |
One other thing.. I have no idea if this would have any effect, but have you tried having the emitter emit with a slight delay? If the emitter activates the second you teleport to the new controlinator, and additional objects work... I mean it's the only thing that's different. You could make it so that the rest of the objects emitted still come out instantly, just the first would be delayed. player sensor would output to both an AND switch and a .5 sec timer. timer would go to AND switch, AND switch to emitter. Worth a shot? | 2011-04-25 21:32:00 Author: shane_danger Posts: 283 |
I've tried your live capture idea....It didn't work unfortunately Also I already tried the timer idea you suggested and that didn't work either. All that happened was there was a delay in how ling it took to emit the not working object. I've tried deleting that section and starting it again too but that didn't work, I just got the same result. Not very encouraging considering I need to do this for every section of my level | 2011-04-25 21:50:00 Author: TheOshenator Posts: 54 |
Sounds like an anomalous glitch. Have you tried replacing the emitter itself? Sometimes emitters will get "broken" in strange and incomprehensible ways, but if you replace the old emitter with a fresh one right out of the bag then it might just remedy your problem. | 2011-04-25 22:13:00 Author: Ungreth Posts: 2130 |
Yea I've replaced it a few times in the hope it would be ok. Unfortunately nothing I do seems to make the first object emitted work. I've seen levels use this technique and have it work perfectly for them. | 2011-04-25 22:21:00 Author: TheOshenator Posts: 54 |
I had a different emitter problem, but mine worked when I set it up to be activated by a battery, which was placed on a sequencer. I have also had to replace a few mysteriously "broken" emitters. | 2011-04-25 23:27:00 Author: Pookachoo Posts: 838 |
I tried your idea pookachoo but to no avail It did exactly what the same as usual. I've noticed that the not working object will destroy itself after a few seconds only to be replaced by a working one. Maybe that will help towards a solution somehow. | 2011-04-25 23:39:00 Author: TheOshenator Posts: 54 |
heyyyyyy there buddy follow these steps may sort your problem. 1. open all the logic circuts and lift all the logic component of the circut and place again you dont need to replace anything this will refresh logic controls. 2. capture your object manualy. 3. edit emmiter and then put your object in. hope this helps. | 2011-04-26 03:08:00 Author: Special_D_ Posts: 57 |
If you really can't fix it for whatever reason, you could probably put together some type of workaround so that the game will emit one when you start the level, then destroy it. So you'd have the emitter set to emit the object with a tag sensor called "destroy 1" hooked to a destroyer and a tag called "emit 1," then a "destroy 1" tag and "emit 1" tag sensor nearby with the same names. The tag sensor (emit 1) would be hooked to a short timer set to reverse output, count up. Wire the emit 1 tag sensor and the timer output into an AND gate. The AND gate would be wired to the tag labeled "destroy 1." You'll also need to adjust what is hooked up to the emitter. You'll need the timer above also hooked to an OR gate. Your player sensor would also be hooked to this OR gate. When the first object is emitted, the tags would take over and destroy it. your timers will run their course, and everything should work as normal by the time the player gets to that point... I haven't tried this, just worked through it in my head, but it should work. And this is only if you still can't figure out what the actual problem is. At least the player wouldn't know the difference oh, and one other question (this is just curiosity). If you have two identical emitters side by side, will both of their first emitted objects malfunction or just the actual first one that comes out?? | 2011-04-26 03:56:00 Author: shane_danger Posts: 283 |
I would try your idea shane_dagger but unfortunately I can't let anything in the second level run while I'm in the first level. If I could, then I could sort this problem out easily but if I let anything in the second level run, the object I'm controlling in the first level breaks. Then another object is emitted and it works perfectly all the way through the first level. Not sure what is with the emitters but I have a full day to work it out. I'll post back here if I fix it Also, moonlander 2 is the level that uses the exact effect I want and it works perfectly in that level. **EDIT** FIXED!!!!!!!!!! Thanks so much to everyone that helped. I found that there was a confliction between some tags in level 1 and level 2. The solution was simple.....I just moved level 2 further away :L Out of range of the conflicting tags. Easy. I feel like such an idiot lol. Now level 1 and 2 work perfectly and I can concentrate on adding more levels now I know what to do. Thanks again all who contributed | 2011-04-26 12:21:00 Author: TheOshenator Posts: 54 |
For safety, maybe re-name all your tags LEVEL 1 - [name], LEVEL 2 - [name], LEVEL 3 - [name] safest thing to do, means you hopefully don't get any future conflicts, and you can still keep things nice and tightly packed. | 2011-04-27 13:52:00 Author: Mr_Fusion Posts: 1799 |
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