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#1

Need help in my level

Archive: 14 posts


In my level, Kitty cat VS the three mouseketeers, I just cannot seem to rid the glitch that whenever a mouse get tagged by the cat the mouse SOMETIMES (!?) gets stuck and doesn't get destroyed even though I connected the tag sensor to the destroyer on the sackbot.

Also note that this only happens if the sackbot gets tagged and touches a surface... !?

Could anyone help me with this because I just cannot fix this:
http://lbp.me/v/0byxq3

Any help would be greatly appreciated!
2011-07-22 17:47:00

Author:
AwesomeArnold
Posts: 61


Is there some crucial logic that has to get executed from the same event that trigger the destroyer? Then you will have to delay the destroyer. It is hard to say whether this is your problem, but let me illustrate:

An enemy in my shooter level gets hit by a player projectile. When that happens, it needs to 1) pass a score, 2) create an explosion, 3) create a sound effect, 4) disappear. I hang these four events on one signal input, but if I don't delay the destroyer, event 1 - 3 usually does not happen. So, I stick a 0.1 seconds timer (start count up) in front of the destroyer, which gives all other events enough time to occur.
2011-07-23 08:53:00

Author:
Antikris
Posts: 1340


Is there some crucial logic that has to get executed from the same event that trigger the destroyer? Then you will have to delay the destroyer. It is hard to say whether this is your problem, but let me illustrate:

An enemy in my shooter level gets hit by a player projectile. When that happens, it needs to 1) pass a score, 2) create an explosion, 3) create a sound effect, 4) disappear. I hang these four events on one signal input, but if I don't delay the destroyer, event 1 - 3 usually does not happen. So, I stick a 0.1 seconds timer (start count up) in front of the destroyer, which gives all other events enough time to occur.
Could also put it all on a sequencer. Makes it easy to add new things and saves space. Not sure if it's thermo efficient or not though.

Also, hah, nice badge, going to test it out, see what happens.
2011-07-23 09:33:00

Author:
SSTAGG1
Posts: 1136


That's not the problem because what I did is this:
IF Tag sensor (from cat) AND grab sensor = 1;
Give player score +500 and destroy sackbot.

The problem is that the sackbot SOMETIMES doesnt get destroyed and if that's the case, it's always behind/in something such as a wall (which has three layers!?). I'm thinking that it might have something to do that the player doesn't die when the sackbot "dies". Is that possible? Please play my level and you'll see what I'm babbling about
2011-07-23 13:00:00

Author:
AwesomeArnold
Posts: 61


I don't really know without checking it out, but if you place a one shot counter in between each of your components you can use those to pinpoint which part is failing. Once we know which component is causing the problem we can go from there.2011-07-23 13:55:00

Author:
Xaif
Posts: 365


Maybe put a bomb that has some black hole in it.2011-07-23 17:44:00

Author:
Unknown User


I think I may be able to help. The following are possible solutions:

If the mouse is not giving points under the same circumstances that the mouse is not getting destroyed when it should be (Is the mouse also not giving points when it's not being destroyed when it should be?), exchange the tag sensor for an impact sensor (With 'Include touching' set to on and set it to detect the appropriate tag.)

I'm not sure if there is an option on tag sensors for requiring the tag to be on the same layer, but if there is, turn it off if you haven't already.
2011-07-23 18:45:00

Author:
BIGGamerer
Posts: 182


The mouse IS giving the cat points, so that's not a the problem.. I'm gonna try your approach and the timer approach of AntiKris. Thanks!

Alright, the problem is this (I found the root of evil): when the mosue gets tagged, he should be destroyed and a new mouse should spawn with the same controllinator frequency. This should all work but the mouse doesn't spawn. Basically;

IF Tag sensor (from cat) AND grab sensor = 1;
Give player score +500 and destroy sackbot. (works) and spawn new mouse (doesn't work)

I tried timers, in case the destroyer got before the spawner, but the mouse still doesn't spawn I don't know what could be wrong. THE PROBLEM is that the emitter doesn't spawn the sackbot:

http://lbp.me/p/6gw0m- IMAGE

if anyone could just help me in-game that's would solve it quickly...
2011-07-24 15:59:00

Author:
AwesomeArnold
Posts: 61


It's only going to emit if there is space to do so. Im picturing that the emit point is moving...? Try setting the emitter to ignore parent velocity, and the amount emitted to infinite with a maximum of 1 at a time turn off the destroy old when new is emitted. Move the point around and see if it eventually pops out.

Even if the point isn't moving make sure that the sackbot's feet are slightly above the ground when it emits.
2011-07-24 22:23:00

Author:
Mr_Fusion
Posts: 1799


Ah I think your problem is the emitter. Emitters emitting emitters gets very glitchy and random components can fail at random times - which is what you say is happening. Ideally what you want is to have a block of invisible holo and put all of your logic on that (including the emitter) which follows your sackbot around. Communication between your holo and sackbot can be done with wireless signals. That should hopefully solve your problem.2011-07-25 02:33:00

Author:
Xaif
Posts: 365


The emitter which spawns the new mouse must be delayed. Currently, you're technically trying to emit another mouse where there already is one, causing it to not work.
The destroyer needs to destroy the old mouse, and then the the new mouse must be emitted. Move the emitter emitting the new mouse onto a seperate hologram and have it follow the mouse. Since the old mouse will not be able to communicate to the new mouse emitter fast enough through wires, we'll use tags. Under the same event which under your old logic activates the new mouse emitter, place a tag, label it 'Activate New Mouse Emitter'. Going back to the hologram, place a tag sensor which will sense for the tag we just placed, color and label. Make the range low, but large enough where it can pick up the signal sent from the old mouse. Hook up the tag sensor to a counter, target count at 1, and hook that up to activate input of a microchip, and in the microchip have a tag sensor sensing the tag of the mouse hooked up to a NOT gate hooked up to the new mouse emitter.

NOTE: I had to rush through this post and could not proofread it. Sorry about that.
EDIT: Guess I didn't need to proofread, I typed up everything I intended to type. It should work pretty good, since under my proposed logic, the new mouse emitter won't emit a new mouse until it can't sense the old one.
2011-07-25 04:44:00

Author:
BIGGamerer
Posts: 182


Could it be that the dead mouse is not having all its parts destroyed? Depending on your settings, it wouldn't emit if every part were not destroyed.

As you destroy the mouse (a moment before), send a tag signal to a timer to activate the emitter (destroy oldest). This should guarantee that a new mouse would be emit no matter what, as long as the destroy signal is activated.
2011-07-25 06:22:00

Author:
SSTAGG1
Posts: 1136


Could it be that the dead mouse is not having all its parts destroyed? Depending on your settings, it wouldn't emit if every part were not destroyed.

As you destroy the mouse (a moment before), send a tag signal to a timer to activate the emitter (destroy oldest). This should guarantee that a new mouse would be emit no matter what, as long as the destroy signal is activated.

what do you mean by, send a tag signal to a time to activate the emitter? tag > timer > emitter? Because I've done that and no success... I'm gonna fiddle around somewhat more using your comments
2011-07-25 16:47:00

Author:
AwesomeArnold
Posts: 61


I did it . The wires were just too slow and it was too much on one chip I guess, so I used the tag sensor with the NOT option.
THANKS EVERYONE!
Play it to see what it has become! I have included your names in the Level Showcase special thanks
2011-07-26 13:47:00

Author:
AwesomeArnold
Posts: 61


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