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#1

Emitter on switch

Archive: 9 posts


Ok - I'm working on a treasure box. Some of which will have bubbles... some explosives. :eek:

Anyway, once the box opens, the emitter should turn on with the mag-switch that is hooked up to it.... but it's not working. Any reason why? I have one mag-key and 2 mag switches set up. but for some reason the emitter won't work. The latch noise and the hatch open but the emitter does not emit.

Thanks!
2008-12-06 04:00:00

Author:
Tellus-CR1
Posts: 40


How does your boxe open, and where is the mag key that is supposed to activate the emitter?2008-12-06 04:11:00

Author:
Unknown User


I could think of three possible issues...

One is that the emitter is trying to emit into an area that something else already occupies. An example would be the open position of the lid, which you might not have considered. If something is in the way, an emitter just won't fire. This issue could also happen if you build an object on one layer, say the furthest from the player, and then copy it to the closest, for example. I think the emitter settings will still say to project in the far layer, where there might be something already.

Another issue could be that you have already tested the emitter and it's already reached it's max count. I don't fully understand emitters entirely, but they sure are fiddly about those sorts of bits. It's best to make a fresh one and then test it in play mode if that's the case.

One more possibility is that if you check the emitter itself, you might see it as not actually emitting an object in the settings. Again if you test it and then rewind the test, it sometimes goes back to the point where there are no setting adjusted for the emitter, and therefore it won't emit anything as there is nothing to emit.

I've learnt a lot about emitters, but I still don't fully understand them. Maybe someone else might know what's going on. :o
2008-12-06 04:27:00

Author:
Elbee23
Posts: 1280


I'm familiar with Emitter but I'm more visual and I have a hard time understand exactly what's wrong but If you can't find the solution, make it a reward and create a level with the reward inside, I could check it out.2008-12-06 04:39:00

Author:
Unknown User


Ok - here is what my box looks like.

I have a grab switch attached to a piston. This will push the red key to the red switch ad deactivate the dissolve on the back wall dropping the green key onto the green switch which opens the lid.
http://i50.photobucket.com/albums/f311/2JSC/box.jpg


I started over from scratch to see if I messed anything up... and my guess is that the emitter was being blocked by the lid like you say. But I'd like the emitter to fire with the green switch to simplify it a bit more. Should I put an emitter up against a wall outside of the box?
2008-12-06 05:09:00

Author:
Tellus-CR1
Posts: 40


Personally I'd get rid of the piston period.

Hook up the green switch to the sound, and ther grab switch to dissolving material. The piston just makes it unneccsessarily confusing.
2008-12-06 05:31:00

Author:
lionhart180
Posts: 200


The reason the piston is there so that the player has to hang on to it for a second.

I did find out one issue though... the emitter has to be on the same plane as the switch... So I rigged up a second green switch to an emitter on the back wall. Now it's just down to timing.
2008-12-06 05:46:00

Author:
Tellus-CR1
Posts: 40


Ok - I published it... "Teasure Box EXPERIMENTS" is the title - tell me what you think! I think I can probably make them a lot easier next time! lol

Thanks for the insight Elbee23!
2008-12-06 06:11:00

Author:
Tellus-CR1
Posts: 40


I'm gonna try to check it out tomorrow since I'm still at work right now. Personally I like to attach the least thing possible to the item I wanna use, and just hide stuff over the screen (like piston, custom switch and timers) .2008-12-06 07:28:00

Author:
Unknown User


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