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#1

Cloning

Archive: 3 posts


Hi, I've been trying to get an emitter to emit an object in its current position as it is when its pieces are moved, but it seems to always emit the object in its original state (when it was captured), and sometimes even emits other captured objects almost randomly! Is there another way that I can get an object in play mode to be "cloned" the way it is at that moment?

Thanks
2011-09-26 02:23:00

Author:
Unknown User


Are you using the live emit feature? As in capturing it from the emitter?2011-09-26 02:32:00

Author:
11204
Posts: 111


If you mean auto updating in game play mode, it gets a little tricky. In me tech demo stage Temporal Experiment I encountered this.

My solution was to have all logic on the object that emits wireless and all the state changes (selectors and toggles into tags) stored on a bit of holo with a follower chip.

This bit of holo 'remembers' the last state of my time traveling DeLorean and emits a new car in the location that the old was destroyed, the emitted car is set 'blank' and the instant it appears all the tag sensors on the car pick up the speed it was going, wheel position etc... And the car is configured back to the state it left in.

Because the emitter is on the holo that follows the car, if the car disappears, the holo stops dead instantly. So it will always emit in the spot it left from.

There is a tag sensor hooked to a short timer that triggers the re-emit. This sensor is inverted, so if the car is present it won't emit a new one. Once the car disappears it starts the count up, and then emits in the same location.
2011-09-26 02:54:00

Author:
Mr_Fusion
Posts: 1799


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