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Piston problems with captured object
Archive: 2 posts
I have created an object that has 1 piston connecting an invisible cardboard pad to another invisible cardboard structure above it. The piston is set to flipper "out" when a button is pressed launching the entire object into the air. The whole thing works fine in the level I created it in, however when I capture the object and re-use it in another level, the piston is totally messed up. It is stuck at max length and wont go back in unless I set the strength to 0% and then it is useless. It almost seems like the ends get reversed or directions switched but changing flipper to "in" doesn't fix it. I've tried everything including re-capturing with other test objects and even placing in a totally blank level with no success. If I place a copy from my popit in the level that it was created however, everything is fine. My only work around is to delete the piston and set up a new one in the new level each time which, for hard to explain reasons, isn't very practical. Just wondering if anyone has had this problem before and what I can do? | 2012-01-13 23:15:00 Author: Death_with_an_H Posts: 72 |
yea for some reason things out of the poppit will come out goofy a lot of the time. try to place it down in the original level, then recapture it and see if that works. if not you may have to use your work around to do it. but if you get it to work in the new level and capture it, it should work in that level and *crosses fingers* any other level you need it in. Not sure what it is with pistons, I had a problem in LBP1 where almost every time I emitted an object with pistons they would always default to not being stiff, even though when I tweeked the piston it was checked on "is it stiff"... | 2012-01-14 17:28:00 Author: Madafaku Posts: 738 |
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