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#1

Emitter doesn't emit 1/20th of the time.

Archive: 4 posts


I'm putting the finishing touches on my level. I was testing it today and noticed a problem. The game is played in sackbots. I have it set up so that if a player dies, a sackbot will be emitted on top of a the checkpoint when the player appears there. However, about 5% of the time, the player will appear and no sackbot will emit.

Details: there are two inputs needed for the sackbot to emit: a player sensor on the checkpoint and a tag sensor (senses a tag emitted by the players old sackbot when the player dies, the tag has a lifetime of 3 seconds). The checkpoint is elevated in the air and player sensor has a radius of about 2x the size of the checkpoint. The sackbot is emitted midair on the checkpoint. At first I thought that it was a problem with the tag sensor, but then I removed the tag sensor and the problem still occurred. Any fixes?
2011-09-10 08:28:00

Author:
Trader347
Posts: 57


A couple of thoughts:

1) Is your emitter set to 'emit once'? (it should be)

2) Maybe the emitter is blocked. I'd add some extra logic to detect if the sackbot is actually emitted, and if not, to keep trying.
2011-09-10 12:35:00

Author:
Dr C
Posts: 122


I've had this problem helping a friend with his Space level, where you'd need your own astronaut suit (sackbot) to go into space. The way we solved it was to time that delay (which shouldn't be there, thus guessing it's one of the things going wrong with Emitters that MM needs to fix), and put the spawner object behind a wall just before you go into space. It's actually better this way
HOWEVER... later on that same project, when we wanted to use a system to delete/emit previous-visited-unused areas of a ship, we stumbled upon the same issue, and we figured a way around it but... it might consume too much thermo if over-used, especially on every single checkpoint (though your work-around might be to simply cut the amount of checkpoints).
Just make it so the logic you've got going to tell the emitter to emit, goes -first- through a selector set to Cycle, and connect each output to a separate emitter that is emitting the same thing. So when you die, it doesn't matter if the first emitter won't emit (which it really won't), because you will use the bot emitted by the next emitter.
In our particular case, 3-4 emitters were perfect even while activating the system impossibly fast. You may need a few more.
2011-09-10 13:37:00

Author:
MonarioBabii
Posts: 128


Thanks for the ideas guys, I'll go test them out and post the results2011-09-10 18:59:00

Author:
Trader347
Posts: 57


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