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Paradox and Time travel... with emitters!

Archive: 8 posts


Hello again D:

I've accidentally found a way to travel to the past >_<

I managed to create a flipping system for my mech, a system that destroys the current mech you're on, and spawns a new one looking the other way.
The problem is, I need to emit 2 things: The flipped mech, and the invisible follower. But it's not possible to have both items fully up to date, or is it?

Mech's emitter captures invisible follower object.
Invisible follower object's emitter captures Mech.

But then... since the Invisible follower emitter's contents have changed, I need to recapture the follower with the Mech's emitter... BUT THEN, since the Mech emitter's contents have changed, I need to recapture the Mech with the Invisible follower... And so on and so forth >_>

Long-story-short: Every time I activate my system, the spawned object will always be older than the up-to-date version, until (after a few times activating the system), the emitters won't spawn anything because at that point in time there was nothing to be spawned <_<

Does any of this make sense?

Any thoughts on this?

I have tried making it so the follower is never emitted, but actually follow the player or the mech everywhere they go, but that way is a lot messier and weaker; there's always something failing in the logic, something that might work just fine a couple of times, and then bam, one of the timers didn't make it fast enough to the tag, and so the follower's tag sensor couldn't see it, thus it will not emit the object, or something else random.

Any help would be much appreciated! Thanks in advance!

Note: I'll try to explain the whole thing better if anyone needs me to.
2011-08-27 01:29:00

Author:
MonarioBabii
Posts: 128


I've been thinking about this for a while now. I can't think of any way you can do it with emitters trying to emit an object containing that emitter. something will always be one step behind.

I think you were on the right track with the follower not being emitted at all. That seems like your only option, but I know as soon as I say that someone will say something brilliant and show how to do it.
2011-08-27 02:16:00

Author:
tdarb
Posts: 689


I guess I'll wait then I tried doing it that way but eh... I'd prefer to do it the paradox way without the paradox <_<
Thanks anyway tdarb! You already helped me tons in the layers thread
2011-08-27 02:21:00

Author:
MonarioBabii
Posts: 128


Woah. You have created an emitter that emits something from the future... awesome! Maybe you could use this in more useful ways, like giving the sackboy an ability to see what he is about to do... that would be sooooo cool.

But that would be really hard to make. Its possible though, this IS lbp2.

Oh its the past.... my bad
2011-08-27 13:02:00

Author:
NcLc2010
Posts: 72


Is there any reason why the emitters need to be on the actual objects? Furthermore, why do you need to renew the follower? I can understand the mech, but the follower's invisible! I also don't understand why they're reversed in order too. There has to be simpler way to get what you want from what I understand. In simplified terms you have two objects (1 and 2) where 1 emits 2, then 2 emits 1, 1 emits 2 and so on. But you can't have an infinite sequence as the one you first capture doesn't have the correct emitter data.

Going with your setup for the moment, why not have a master piece of holo that contains all four emitters on it (each one containing one of the left mech and follower and right mech and follower, all of which contain no emitters themselves) which is never destroyed and is activated using wireless signals.

I'm sure you've made something a lot more complex than needs be. Not only that, when emitted emitters are in use, and then emitted emitted emitters etc., they have a large tendency to glitch up. Sticking to one standard emitter is the most reliable way to go.
2011-08-27 13:26:00

Author:
Xaif
Posts: 365


Thanks for your input Xaif I already fixed the problem by doing one of the things I tried from the start (the idea at the bottom of my first post), and I got it working just fine now
Basically, when I tap either L2 or R2 (the mapped buttons to "flip" the mech around), they turn on their respective appropriately named tags (Blue: Left - Blue: Right). When the invisible follower (that is now not being emitted at all, but actually following the mech wherever it goes) sees any of those keys is active, a corresponding tag sensor starts a tiny timer, and the timer feeds the emitter that will emit the right robot. The timer is there just to make extra-sure that the emitter won't attempt to emit the mech before the previous mech has been destroyed, since it wouldn't be impossible to spawn the object where there's already another object occupying that space.

Ever since, I've encountered a little number of issues with the system, mostly in regards to activating the system during X event (such as when you're too close to a wall/object, or when there's another player goofing around you). Those events would prevent the new mech to be spawned at all, so I added a few conditions with tags and player sensors to determine whether your surroundings are clear, or if there's any obstacle that might break the entire thing.
Once all of that was fixed, I added a little red light to the side of the mech (both flipped mechs) that turns itself on when the system is ready to be used, so the player knows when they can or cannot use it.

It all works almost flawlessly now ... As flawless as destroying a mech and spawning a new one flipped, faking a 180 degree spin on the Y-axis can be

Thanks again
2011-08-27 14:29:00

Author:
MonarioBabii
Posts: 128


Lol, not sure if you have had a go of my BTTF DeLorean, but it travels through time, and has a system that tracks the state of the car (hover mode on/off etc) and will emit the correct version upon re-entry.

But the final set up I used has a sheet of holo that follows the car and all the time travel logic is on it. So the car gets destroyed, but never the logic controlling it.
2011-08-27 15:49:00

Author:
Mr_Fusion
Posts: 1799


That sounds like very fun logic Mr_Fusion but I didn't really WANT to create time travel lol D: it was an accident
I'll queue the level though !
2011-08-27 18:26:00

Author:
MonarioBabii
Posts: 128


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