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LBP2 - Breaking SFX in create with only sackbot/circuits/chips
Archive: 8 posts
I opened a brand new level to play around with a sackbot switching mechanism that I have gotten to work fairly cleanly. All there is a some holo material, some DCS's, two sackbots and some logic chips. The problem is that about 2.5 - 3 seconds after I do a transition from one sackbot to the next there is breaking SFX that plays as if something has just broken in the level. It happens each and every time and I can't figure out why this would be occurring and I didn't put the SFX in myself. My layout is as follows: A thick layer transparent holo with a transmit DCS on it that the player would be in with the requisite anti-grav chip and a tag follower so that the holo material/DCS will follow the only Sackbot on the screen. The holo/DCS has a collision detector so that when the sackbot comes in contact with another tagged holo material field it triggers the change sequence. A 0.5 second timer and a SFX is started from within the circuit on the following holo/DCS, after the 0.5 second delay there is a one clock cycle counter that triggers a tag. This tag activates a tag sensor in the sackbot that will activate an object destroyer and destroy the sackbot. Another clock cycle after this an emitter is one-shot'ed on the following holo material/DCS that emits the second sackbot. The second sackbot has all the same circuit boards and chips as the first and the player can control them until they leave the tagged holo field area at which time the same sequence occurs. 0.5 second delay, trigger destruction of sackbot, trigger emit of new sackbot and continue. After each sackbot emit sequence is done, a few seconds after everything is complete, there is the annoying and disturbing object breaking sound. Each and every time. I can post screen shots of the circuits/layout if it becomes necessary or go into more detail. Has anyone run into something similar? Does anyone know why I might be getting the object breaking SFX when all I'm using are circuits and chips and at a time when there is nothing active circuit-wise? | 2011-09-16 17:58:00 Author: Trindall Posts: 297 |
I've noticed the same phenomenon in a similar rig. One sackbot hits a hologram and is destroyed while an identical sackbot is emitted elsewhere. The player rides from one to the other without incident and the break sound occurs a few seconds later. The good news was that this sound only occurred in create mode. Once I switched to play mode everything was fine. Have you observed this noise outside of create? It seems fairly harmless for the end user. | 2011-09-16 19:50:00 Author: Uncuddly Posts: 237 |
Have you set the destroyers to "Include Rigid Connections"? Sackbots are made of two parts: the body and the head. The body is the actual Sackbot, and the head is an invisible, intangible square that doesn't seem to do much. What might be happening is that only the body is being destroyed, leaving behind the head, which promptly falls through everything until it hits the outer boundaries of the level and is automatically destroyed. | 2011-09-16 20:11:00 Author: Blue Helmet Posts: 306 |
I think I did try including rigid connections without improving the situation. It probably deserves another look. | 2011-09-16 20:25:00 Author: Uncuddly Posts: 237 |
@Uncuddly I have tried this out and you are correct that the breaking noise is not present while in Play mode. This is a relief that the player will not be hearing the pop/break noise in game and I'm hoping that this is just something peculiar about sackbot destruction or the game engine in general. @Blue Helmet I also tried setting the Include Rigid Connections at you suggestion and in create mode there was no change to the problem. I do suspect that you are onto the source of the problem though as it does behave as if something Sackbot related is being left behind and expiring or breaking once the Sackbot is gone. (Existence of the Sackbot soul?) Thank you both for the information, it has helped me move on the to the step. Cheers. | 2011-09-16 21:33:00 Author: Trindall Posts: 297 |
To not get the breaking sound you have to destroy sackbots by shrinking them, otherwise you get a breaking sound. No big deal. | 2011-09-16 22:26:00 Author: CYMBOL Posts: 1230 |
What Cymbol says works. If you watch the shadows closely when you destroy the sackbot you will see a shadow fly up up and away very quickly, and then it disappears with a breaking noise. Shrink stops this in create, but in play mode it doesn't matter because no noise is made. | 2011-09-16 23:42:00 Author: Mr_Fusion Posts: 1799 |
What Cymbol says works. If you watch the shadows closely when you destroy the sackbot you will see a shadow fly up up and away very quickly, and then it disappears with a breaking noise. Shrink stops this in create, but in play mode it doesn't matter because no noise is made. I'm using the shrink destroy and it is still not working for me. It does appear to be ok in play mode. Can anyone explain what causes this? I had it to where there were two breaking sounds as the sackbot ran towards the tag that would ultimately activate its destroyer: once about 40 sack units out, and the second one right after the destroy. So weird. | 2014-10-28 01:19:00 Author: Treppemanss Posts: 26 |
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