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#1

Emiiter Problem

Archive: 10 posts


I have this emitter that emits pieces of hologram that you have to dodge. The box where the emitter is, will be moving while its emitting. Here is my emitter settings:
----------------------------------------
7 Linear Velocity
0 Angle Velocity
It does ignore parent velocity
Input Action is Emit once
Frequency is 1 Second
Lifetime is 5 Seconds
Sync is 0
Max Emitted is infinite
Max emitted at once is 100
Destroy oldest... is on
Create Effect is expand
Destroy Effect is Disappear
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I need it set to "Ignore Parent Velocity" at all times because the box is going to be moving at all times and I can't have it fling the holograms all over the place. The problem is that when I turn "Ignore Parent Velocity" on, it acts as if it's turned to 100 Linear Velocity and is shooting it to the right. In reality, it is set to 7 and the emitter is set to emit straight above the box. This problem only gets fixed when I turn "Ignore Parent Velocity" off, which results in the holograms getting flinged all over the place. Please help me fix this, I need to fix this problem quick because I'm submitting this level into the Music Sync contest.
2011-08-23 22:03:00

Author:
Tileno
Posts: 81


It'll be easier if you just set up multiple emitters around the level itself.2011-08-23 22:41:00

Author:
zzmorg82
Posts: 948


It'll be easier if you just set up multiple emitters around the level itself. I don't think it would be. On the box, is a follower which is set to follow the cursor and I have disabled vertical movement. You, as a player, controls the cursor. Multiple emitters, in my case, would require hologram boxes and impact sensors to detect where the player is at.2011-08-23 22:46:00

Author:
Tileno
Posts: 81


Well, if your just trying to get it so they shoot at the player, you could just have a follower on the player with low speed and high range. Would that work?2011-08-24 00:35:00

Author:
Undarivik
Posts: 442


I'm not sure. I would have to have the follower at a higher speed than the cursor. The cursor speed is 15. I'll see if 16 flings it too much. Also, the problem isn't really the follower, it's the emitter not working properly. I have tried a new emitter and that didn't fix it, but making the object different fixes it. I guess i will have to recreate the object I am emitting.2011-08-24 01:30:00

Author:
Tileno
Posts: 81


Just set Ignore Parent Velocity to no, Linear velocity to 0 and make the emitted object have a mover with local space and 7 speed. Hope this helped!2011-08-24 13:31:00

Author:
NcLc2010
Posts: 72


You are right about setting "ignore parent velocity" to on. Because that is not causing this problem. Setting it to off however, masks the problem by causing another issue altogether.

It is being caused by the center of the object not being in the dead center. Trajectory of the emitted object is a vector connected between the emitter and the center of the object as it first appears when emitted. When you configure the emitter and place the emitted object, it may appear as if it is straight in front of the emitter and should therefore move straight up; however, since its calculated center is not straight above the emitter it will move sideways.

Solutions:

1. Set emitted object velocity to 0 and stick a mover on it, as NcLc2010 suggested. Disadvantage however, is that a mover takes a short moment to get to full speed, even when acceleration is set to 100%.

2. This one I am unsure about , but you could interset the object template with a piece of invisible holo that is larger than the object, making sure that the center of that block lines up with where you want the middle of the projectile to be. Now, recap that on the emitter and check if it respects the new center.
2011-08-24 14:41:00

Author:
Antikris
Posts: 1340


Advanced movers set to 100% acceleration should hit top speed straight away. Basic movers I think don't.

That is what I used for grid movement. From a full stop it can jump a single grid square in one frame (more actually, but that is all I need).
2011-08-24 16:36:00

Author:
tdarb
Posts: 689


Thanks for the info people! I'm going to create mode right now to see if these solutions work.





EDIT: They didn't work so well. The object keeps getting flinged.
2011-08-24 22:30:00

Author:
Tileno
Posts: 81


Ahah! I've fixed it. I recreated the object that made the emitter glitched up and its now working correctly.2011-08-25 02:16:00

Author:
Tileno
Posts: 81


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