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Emitters help in create mode.

Archive: 3 posts


Ok I'm trying to make a volleyball styled level and I want the ball to be emitted from different places depending on which side of the court the ball landed (my intentions are for the player who lost the previous point to start the next point with the ball in their side of the court). I have 2 coloured tags on the ball, and 2 corresponding impact sensors on the floor, one on each side of the court. I have linked each impact sensor to individual emitters in the ceiling.
My biggest problem is that when the original ball is destroyed, the emitted balls are missing the wires that were leading to the microchip of the original ball.
Another problem is that sometimes both emitters emit a ball simultaneously, so I have 2 balls in play when there should only ever be a maximum of 1.
If anyone can give me any advice it would be greatly appreciated and thank you in advance.

EDIT:
Cheers for the help people, I used the tag and tag sensors and I've got it to work. Arbiekko I can see where you're going with that idea, and it seems like a cool idea but I've managed to get the ball to emit from 2 different emitters.
I do have 1 more problem though and it's that the ball doesn't destroy quick enough, and in some cases it can hit the floor more than once, thus giving several points to a player. Is there any way around this problem? I've tried connecting the impact sensor to a counter with a max of 1 count but that doesn't seem to help.
I'm sure it's something to do with the emitter settings but I can't figure it out.
Again thanks a lot for the help.
2011-06-28 12:37:00

Author:
Unknown User


Replace the wires with tags + tag sensors. Also, destroy the ball on impact so it doesn't trigger twice.2011-06-28 13:13:00

Author:
Flamento
Posts: 352


As Flamento said you will have success using tags and tag sensors.
Not sure how much of this is redundant information, please ignore any details you don't need...

Here is what I would try:

1) Put an impact sensor on the volleyball. Wire it to a destroyer on the volleyball. Require a green (?) tag.
2) Put a corresponding green (?) tag on the floor of the volleyball area.

Then...

1) Put two tags (red/blue) on the volleyball.
2) Put corresponding tag sensors (red/blue) on each side of the volleyball court.
(Make sure the tag sensors cover as much airspace as possible, not just floor.)
3) Wire both tag sensors to a single OR gate.
4) Wire the OR gate to a single emitter.

And then...

1) Create an object that will move left-right over the top of the volleyball court.
2) Put advanced movers on it... or... a single mover? Uh oh.
3) Further wire the OR gate (from above) to a TOGGLE gate.
4) Wire the TOGGLE gate to the advanced movers...

I'm starting to lose the plot... wish I were in front of the game console doing this... basically the theory is, you have a single emitter that moves left and right over the volleyball court dynamically when the volleyball switches sides. If the ball touches the ground and is destroyed, a new ball is emitted for that area. Followers and other logic could replace some of the above, and you might have more luck using TOGGLE between multiple emitters with no moving objects... I may be missing a crucial step here... forgive me...

I'll experiment a bit and update this post. Feel free to add me! (PSN: arbiekko)
2011-06-28 14:40:00

Author:
Unknown User


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