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#1

Emitter malfunction?

Archive: 3 posts


I have an emitter set to, on activation, emit an invisible hologram with a tag on it. I have it set to emit once with an infinite lifetime, and also on the invisible hologram, I have a red tag sensor linked to a destroyer. So, after this hologram is emitted (far above the level), the sensor for the tag that is on the hologram activates as planed, but then 70% of the time (between 10 and 100 seconds) I will hear a click sound like something was destroyed and the sensor for the hologram deactivates.

My first thought was that there was a red tag accidentally emitted somewhere(the one that destroys hologram) but that's not the case. So, this hologram with an infinite lifetime is somehow being destroyed... Any ideas?
2011-08-30 02:45:00

Author:
Trader347
Posts: 57


The snapping sound of an object breaking is probably due to the emittted Hologram somehow moving beyond [BEYOND!] the borders of the level and therefore being destroyed the game engine.
Is the object carrying the Emitter moving? If it is, you should probably tick the "Ignore Parent Velocity"option in the Emitter tweaks.

Do you actually need to emit the Hologram with the Tag? You can't just use the Emitter signal to instead activate a red Tag on a local chip?
2011-08-30 03:18:00

Author:
Slaeden-Bob
Posts: 605


IGNORE PARENT VELOCITY!!!! That must be it! The emitter is on a sackbot, so when it jumps it must launch the hologram out of the level! Thank you!2011-08-30 03:50:00

Author:
Trader347
Posts: 57


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