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emitters and grid snap

Archive: 7 posts


I'm having an issue with an object not emitting sometimes, and I want to eliminate one possibility. Is grid snap precise enough and reliable enough to have an object emit directly next to something, without interfering? Where it's emitting, there is an object directly above and below, but grid snap was used, so it's not overlapping.2012-04-09 16:29:00

Author:
Brannayen
Posts: 438


Grid snap should work for positioning the object you want to emit, but there is the possibility that the objects around may shift ever so slightly, making grid snap a little unreliable. So, I recommend giving a little breathing room around the emitted object, or any pieces that need to move or slide close to each other.2012-04-09 18:31:00

Author:
Liquid_Blood_
Posts: 116


Actually, I seem to have possibly solved the problem. Instead of "emitting once", I set the emitter to ON, with "max at same time" as 1, and doesn't turn off until a tag sensor detects that it was emitted. There is occasionally a delay (when the glitch happens), but it does emit, and unless I can come up with a better solution, I can live with the occasional delay. I suspect that changing the size of anything might affect gameplay.2012-04-09 18:56:00

Author:
Brannayen
Posts: 438


[...] and doesn't turn off until a tag sensor detects that it was emitted.

You don't even have to do this. The successfully emitted thingy will block subsequent emits. Of course, you may be doing other things with it, in which case your method may have been necessary. I don't know.
2012-04-09 19:41:00

Author:
comphermc
Posts: 5338


It's for my pac man level. It emits one pac man at a time, and after the player dies, and the pac man is removed from the board, it emits a new one back at the starting location. Theoretically, the "emit once" setting should work...each time it's activated (assuming the old one is cleared from the board), it should emit. However, sometimes it worked, sometimes it didn't. I confirmed that the logic does indeed attempt to activate the emitter, I confirmed that nothing was in the way, and it would still glitch sometimes. There's a video in the Ideas and Projects section if you want to see what I have so far.2012-04-09 22:10:00

Author:
Brannayen
Posts: 438


It's for my pac man level. It emits one pac man at a time, and after the player dies, and the pac man is removed from the board, it emits a new one back at the starting location. Theoretically, the "emit once" setting should work...each time it's activated (assuming the old one is cleared from the board), it should emit. However, sometimes it worked, sometimes it didn't. I confirmed that the logic does indeed attempt to activate the emitter, I confirmed that nothing was in the way, and it would still glitch sometimes. There's a video in the Ideas and Projects section if you want to see what I have so far.

In my shooter level there is often a situation in which a scrolling background panel cannot be emitted because another is still taking up its space. For that I set the emitters to ON/OFF, 0s (max number can not be 1 in my case) and wire up the tag sensor that detects that there should be this panel emitted to highlight a 1-shot counter; the counter keeps the emitter on. On the panel itself is a dedicated tag that on the emitter logic chip gets seen by a short range tag sensor, which in turn will reset the counter so the system is open again for a new command.
2012-04-12 08:48:00

Author:
Antikris
Posts: 1340


I rarely use emitters. Not much gameplay ideas and as someone said they are unreliable. The reason they are unreliable is that they can collide with the internal clock. (Internal clock is in create mode. You reach X number of hours on a certain level while in un-pause mode and stuff which uses a timer messes up and stickers starr shifting.( Like half a small grid square.).2012-04-16 01:35:00

Author:
Unknown User


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