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Failing emitters

Archive: 6 posts


So overheating can be an issue causing emitters to fail. I was just wondering if any other issues would cause emitters to fail like that whole "theres too much complexity in this area" thing, or any other possible issue. The functionality of my game is very dependent on emitters and controlling where the players are at all times. I have heard of emitters failing in my game with 4 players and even thats occasional, but it was about 2 notches from overheating in that version now it is about 2/3's full at max characters, so I think I'm good with the thermo causing failing emitters but I was just wondering if anything else would.2011-05-25 03:41:00

Author:
Dortr
Posts: 548


Sometimes emitters are just stupid.

Did you try:

- Replacing the emitter with a new one (from the tools bag, not your "My Objects")?
- Checking that nothing is in the way (including sackboy/bots)?
- Making sure it's not a live capture item that got deleted?
- Checking the max emitted settings?

Just some ideas... it's hard to identify a specific solution since you haven't given much detail... but these are reasons I've had emitters quit on me.
2011-05-25 05:29:00

Author:
shane_danger
Posts: 283


I have't actually seen anything go wrong cause it only happens in 4 player with a bunch of people with attacks and effects icons and HUDs all cluster****ed and being considered too much complexity but I'm guessing it because of the emitters emitting so much at once is causing the already kinda high thermo beyond its threashold and saying no to any more emitters for awhile... The newer version has much more thermo space to accommodate for that if thats the issue but, if its because of the too much complexity thing "having a ton of smoke machines, holos and emitted all in the same area" causing the emitters to fail, then I'l have to change attacks n such and stuff with emitters. There is nothing in the way and what is emitted is a hologram so it should always emit. All of the emitters work fine all the time unless I made an error, lol and i wouldnt publish it if there was a significant problem like that
Anyways the issue is pretty rare and I'm pretty sure its because of one of those 2 reasons.

There are, what how many "warning prompts" that you get? ... That signify a possible problem with a level.. most of the time I think its just because of the thermo only.
2011-05-25 05:46:00

Author:
Dortr
Posts: 548


I cannot speak for your level in particular, but you may want to try and bring back the number of emitters by doing creative stuff with a single emitted object. For example, if you use a group of emitters to create an explosion of scattering objects, you could replace it by one emitter that produces a group of objects that flee in random directions.

Also, if you are using emitters on emitted objects, you may have already noticed that this brings some glitches, like 2nd gen emitted objects not updating after a change to the template object on your stage. You'd have to recap the object on the 1st gen. Or failing disappearance effects on 2nd gen instances; the Fade setting for instance is not respected on the emitter of the 1st gen emitted object and the 2nd gen object usually looks like it dissolves. This can be fixed by using a destroyer on the 2nd gen object.
2011-05-25 07:32:00

Author:
Antikris
Posts: 1340


I have not experienced that before Antakris (but something I'l definitely keep in mind), and despite having 2nd gen emitters for things like attacks, effects and blood.. they always work as expected.. I do believe the only issue is filling up the thermo.. or the "too much complexity" but it only prompts that emitters are failing due to the thermo so i think I'm good.. I have never seen it say "Emitters are failing because there is too much complexity to this area".. and all emitters work fine otherwise ... off top but I wonder if worse problems occur with 3rd + gen emitters..2011-05-26 02:13:00

Author:
Dortr
Posts: 548


It probably is the complexity. I'll chip in two other Emitter faults that I haven't seen anyone else mention yet, for your consideration...

ONE ) Consider the case where you have two Emitters, whom I will name Amit and Emmitt, and two objects, named Abject and Bobjay.

Amit is on Abject.
Amit emits Bobjay.
Emmitt emits Abject, which means that Emmitt makes Amits.
Amit has a Max Emitted setting which is non-infinite.

While this may sound like the buildup to a giant tongue-twister punchline, what you will observe is that as the original Amit emits Bobjays, copies of Amit (produced by Emmitt) make less Bobjays than original Amit did. Copies of Amit may not make any Bobjays at all! This is because Amit's emission count persists in the emitted Amits.

Yeah. That was perfectly clear.

TWO ) Again, consider a situation where Emitters are emitting other Emitters. Make the emission circular, and immediate. Taking names from the previous example, pretend that Amit's on Abject, and Amit emits Abject. Maybe they emit in an ever-widening spiral, or pile on top of each other, defying gravity. This time, there is no Max Emitted. You would expect the emission cycle would be limitless, or it would at least continue until the thermo went critical. However, sometimes, the cycle quits after 4, or 8 emissions, or some similarly small quantity. There is no warning about excessive complexity in one area, and the thermo has hardly budged. Furthermore, you can, on occasion, just delete all the emitted copies, and then trigger the emission cycle to start over again ... but this time, a different quantity of copies will be made before the cycle quits! I have so far been unable to explain why this happens.
2011-05-26 07:46:00

Author:
The Manx Turtle
Posts: 50


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