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Level emmiters

Archive: 15 posts


Okay, I got a quastion about emmiting parts of the level so the thermometer won't overheat.

What is the most simple way to do that?

For example let's say I got 4 parts in my level. When they are alle placed in the level, the thermometer will overheat. And when you reach the next part you can't go back to the previous part. I drawed it in paint, so you can see what I'm talking about:

http://i55.tinypic.com/5nuiqt.png

So when the level starts, part 1, 2 and 3 are emitted. When you reach part 3, part 1 is destroyed and part 4 is emitted and so on.

I heard somewhere something about this, but what is now the easiest way to do this?

Thanks for the help
Br3ntt
2011-06-29 21:14:00

Author:
Unknown User


In honesty, I've not found need for this technique yet, so my response is a little unqualified -- but I should imagine that the easiest way to do it is to design each segment out in its own "level" (Moon save spot), then,

1) place an emitter
2) have the emitter capture the whole content of this "level", emitting the content back onto itself (this will effectively keep the emitter from doing anything as long as it remains in this spot)
3) use Object Capture on the emitter *only*, making that emitter one of My Objects
4) migrate the emitter-My-Object to the main level (during Pause)
5) hook up the emitter to player sensor logic
2011-06-29 21:55:00

Author:
The Manx Turtle
Posts: 50


Thanks for the help.

I will try to capture the emitters with the whole part as an object, I was now capturing the part as an object and emit it, but this would be better I think.
But the biggest problem I got right now is that I need a way to destroy previously emitted parts.
I really don't know how to do this
2011-06-29 22:50:00

Author:
Unknown User


I think can be done easily by placing a sensor (with fairly big radius) connected to a destroyer (with include rigid connections on) on the emmited object.
When you want to destroy it, you simply activate the corresponding (color-name) tag for the sensor.
You should be sure you have set the emmiter to emmit one and only one object.
2011-06-29 23:18:00

Author:
zupaton
Posts: 167


Note that any bolted, winched, roped or pistoned objects will not be destroyed when the parent is destroyed. At least, not on their own. So you may want to give those a destroyer as well. If your level is large and complex, you may not want to bother with all the extra wires, so opt for tags and tag sensors instead to communicate death and birth wirelessly.2011-06-30 07:49:00

Author:
Antikris
Posts: 1340


Hmm... blimey... and a lot of tagging and work...

But what about putting a brain (with set input action to kill) on the segment and connecting it to the sensor and kill the brain and the whole segment with it like bosses did in LBP1?
Seem to work but im not sure about the thermo and emmitter consequences.
Hopefully someone more experienced at this may answer it.
2011-06-30 10:09:00

Author:
zupaton
Posts: 167


I will test some of the things later this day cause I'm a bit busy right now.
I'll let you know what worked the best.

@Zupaton: I have some moving things and other stuff in some parts that are not glued to something, so will a brain destroy these also or will these things need another brain? I honestly don't have that much experience with brains. It would be awesome if a brain killed the whole segment

And thanks everyone for helping me, it's appreciated!
2011-06-30 13:09:00

Author:
Unknown User


Isn't this why they implemented level links?

Not to play spoiler, but the easiest solution is to cut your level in half, save the halves as two separate levels, and link the two.
2011-06-30 13:30:00

Author:
schm0
Posts: 1239


What said schm0 should be the easiest way.
I am not experienced either just messing around as the most probably do.
Well if you go the emmit way, regarding the non connected parts.. nahh.., killing the brain does not affect them, but you can still as a workaround, connect the non glued parts with a very long invisible string and then they will dissapear as well considered as connected.
Still creating a chip with a sensor and destroyer that will activated remotedly and putting it to every part of the emmitted object that are not (rigid connected) might be a faster solution.

Maybe MM should resolve this procedure by updating the destroyer to work like the brain does.
2011-06-30 13:40:00

Author:
zupaton
Posts: 167


I'm currently working on a level that emits and destroys. It's "one way" (no backtracking, always moving forward) to stay simple, but it works going back and forth. I use a lot of wires and self-contained sections.

First, I create a self-contained section (I call it a "mini level"). When I'm totally happy with how it works, I add an inverted player sensor to the mini level that covers the whole area, connected to a timer (10 seconds, any length is fine really). Then, I connect the timer to a billion little destroyers for everything. Basically, when there are no players in that area for 10 seconds, the timer counts down, and everything destroys. I capture this "mini level" as an object, and emit it wherever I want.

So the emitter emits the area, and it stays there while I'm playing in it. When I leave that area for 10 seconds, it disappears. If I go back toward it, it emits again. Pretty convenient and looks nice in play mode, but it's quite complex in create mode so I have to be careful how I do each step.
2011-06-30 13:57:00

Author:
Unknown User


...I use a lot of wires and self-contained sections...

Still seems like a lot of work for something that could be easily solved with a level link.

There tends to be a psychological barrier with the 20 level limit that prevents people from wanting to publish two levels where they feel one should suffice. Unless you have 18 other levels published, level links are the most elegant solution.
2011-06-30 14:13:00

Author:
schm0
Posts: 1239


Yes i could use levellinks, but the problem is not the length of my level but it's pretty detailled. With levellinks it would mean I need 4 levels to publish one level of a normal length. That's why it is better for me to emit and destroy parts of the level, but ofcourse i could do it just with levellinks

O' right, I have expirimented the last 2 days with level emitters and i must say the way arbiekko does it is an excellent way, you only got a lot of wires but it works.

But in my opinion the easiest way to do this was with tags: you just need to put a microship on everything in your level with a tag sensor connected to a destroyer (in my opinion this looked better than the wires ). Then when you come across a point you want to delete your previously emitted parts, you only need an emitter to emit a tag and all the stuff with this tag will dissapear. That's the way I'm going to use now.

Thanks everyone for helping me out and if you know an easier or better way, you can always tell it to me
2011-07-01 22:08:00

Author:
Unknown User


Mind you, its not necessary to emit the tag. You can simply have it connected (tags accept wiring) to some kind of button-selector and activate it this way. 2011-07-01 23:13:00

Author:
zupaton
Posts: 167


All of these ways are just fine to use. I've made a CD player that uses this method so I can fit over 130 full length songs into one level but it only uses 10% on the meter. Another I'm learning to watch for it the amount of materials and stickers I'm using. If you can minimize the materials and object used on your favorites poppit section, this will also reduce the heat on your thermo. For instant, you may have 6 different kinds of wood or metal material, try to change them to 1 or 2 kinds and watch the thermo drop. As long as you reuse the same material, it will not increase your thermo and let you build more. Stickers are also heat inducing. You might be able to build your entire set and use emitters for certain objects. This may or may not help because I have noticed that there is a lot of bugs with LBP2 at the moment and emitters haven't been working like they should. A few pieces missing may not be as noticeable as an entire section of the level. Good luck and with it!2011-07-15 18:11:00

Author:
tabycatmeow
Posts: 52


You might be able to build your entire set and use emitters for certain objects. This may or may not help because I have noticed that there is a lot of bugs with LBP2 at the moment and emitters haven't been working like they should. A few pieces missing may not be as noticeable as an entire section of the level.

This is a very good idea by tabycatmeow. I had started using this for my deadville hollow level recently. The map uses a massive amount of thermo. I tried to emit certain parts of the map but it was very glitchy so i am now setting it up to emit objects when the player nears them like cars and busses, enemies, and even might emit a building or two. So this is a very good way to go instead of emitting entire areas of the level itself and less glitchy with hardly any wires.

Also i changed a lot of the materials in the level and went from 20 materials to eight and the difference was actually quite amazing. Same with stickers and decos.
2011-07-16 03:55:00

Author:
Lordwarblade
Posts: 761


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