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how can i cycle emiters?
Archive: 19 posts
In my current level is a puzzle level. Without giving too much away, the player needs to see each of 15 or so puzzles, 1 at a time. . I want it to work like this. The player presses a button to emit 1 puzzle at a time, Then presses another button to see the next puzzle. I want the player to be able to cycle, forward and backward, through the puzzles. I only 1 puzzle at a time on the screen, so the previous puzzle has to disappear when the next on If there was a way to use 1 emitter the problem solves itsself, but I don't think that's possible. If someone can help me out, id appreciate it. Thanks! | 2012-06-22 20:44:00 Author: SirGreenDay Posts: 144 |
Put a tag sensor on each puzzle, linked to a destroyer. Any time you need to cycle puzzles, just fire off the tag to destroy the current one, then emit the next (or previous) one. | 2012-06-22 22:24:00 Author: Brannayen Posts: 438 |
Put a tag sensor on each puzzle, linked to a destroyer. Any time you need to cycle puzzles, just fire off the tag to destroy the current one, then emit the next (or previous) one. I don't understand completely. Can you give me more specifics please. Do I need multiple emitters? Do I need a selecter? Thanks in advance. | 2012-06-22 23:40:00 Author: SirGreenDay Posts: 144 |
Brannayen is refering to the emmit/destroy technique. Yes, you will need more than one emitter and a Selector. Create a Tag and an Emitter for each of your Selector outputs and label each Tag accordingly. Let's say 'MenuOption1', 'MenuOption2', etc. On the emitted puzzles, you'd need to place a Tag Sensor wired into a Destroyer. The Tag Sensor needs to be inverted, so it disappears when the correct Selector Tag is not active. Make sure the Tag Sensors on each emitted puzzle correspond to the correct Tag that will be on, while the puzzle is emitted. | 2012-06-22 23:48:00 Author: Ostler5000 Posts: 1017 |
Brannayen is refering to the emmit/destroy technique. Yes, you will need more than one emitter and a Selector. Create a Tag and an Emitter for each of your Selector outputs and label each Tag accordingly. Let's say 'MenuOption1', 'MenuOption2', etc. On the emitted puzzles, you'd need to place a Tag Sensor wired into a Destroyer. The Tag Sensor needs to be inverted, so it disappears when the correct Selector Tag is not active. /Make sure the Tag Sensors on each emitted puzzle correspond to the correct Tag that will be on, while the puzzle is emitted. I must have missed a step. The X button is wired to the Selectors Cycle input. I wired the Selector output to the emitter, and that emitter, emits a puzzle piece that has a tag labled P1 wired to a destroyer. The Tags are just grouped on the Moveinator board. When I press X nothing happens. | 2012-06-23 02:03:00 Author: SirGreenDay Posts: 144 |
No, the Tags go in the Microchip that contains the Selector and Emitters. Corresponding Inverted Tag sensors go on the puzzle. | 2012-06-23 02:06:00 Author: Ostler5000 Posts: 1017 |
Well it kind of works. The problem is that a piece is emitted, but flashes up on screen and goes away. The next piece cycles if I press the button, but again the piece flashes and disappears. This is if I have Input Action= Emit Once. If I change it to On/Off, the piece just rapidly flashes until I press X to cycle to the next piece, and then it does the same thing. The emitter lifetime= infinite. Max Emitted at once=1. | 2012-06-23 05:21:00 Author: SirGreenDay Posts: 144 |
Also, since there are going to be so many puzzle pieces, I use the live capture in the emitters. Since each piece has an inverted tag sensor, the pieces disappear if I unpause. Can this be affecting the emitted pieces? | 2012-06-23 06:47:00 Author: SirGreenDay Posts: 144 |
Is your Tag Sensor radius large enough to reach the location of the Tags? As for using Live Capture and having your things disappear when you unpause - Generally, all experienced creators build in pause mode, unpause to test stuff, then undo immediately afterwards. It's a good habit to get yourself into. Stops things in your level breaking without you knowing, leaving you unable to retrieve them and fix the issue. | 2012-06-23 10:29:00 Author: Ostler5000 Posts: 1017 |
I never use live capture; I prefer not to have things in my level that aren't actually part of the level. I save a copy in "my objects", and if I need to fix something, I just place it down, fix it, resave it, reload the emitter. Yes, it's a bit of a pain, but it prevents extra tags from causing problems. Usually, if a tag doesn't need a specific radius, I usually kick it up to 5000 just to make sure it's big enough, in case I move something. Extra tags could mess logic up. | 2012-06-23 12:19:00 Author: Brannayen Posts: 438 |
Yeah, I always create in pause mode, test and rewind. I captured all 20 objects. Now when I press X to cycle through the objects, P1 emits and stays visible which is good, but when I press X again to cycle to P2, nothing happens. P1 stays visible. I can see the Selector cycle when I press X, so that's working. The problem has to be someplace else. I double checked the Tag sensors on each object. They are correct. Are my Emiters set correctly? 1 shot. Infinite life. Max emitted= infinite. Max emitted at once =1. I'm getting very frustrated because this should work. If anyone has ANY suggestions, no matter how off the wall I need all the help I can get. | 2012-06-23 18:00:00 Author: SirGreenDay Posts: 144 |
Well, if increasing the Sensor radius fixed the last issue, but the new issue is that emitted items aren't disappearing, it stands to reason the issue is either with your Destroyers, or you've failed to label the Tags correctly. Each Tag the Selector is wired into should be labelled differently, if they're labelled the same, then toggling between which one is active is totally redundant. If the Tags and Tag Sensors are labelled correctly and you're sure about it, double check and make sure that the Destroyer is set to include Rigid Connections. Keep in mind that Destroyers only destroy what they're attached to, so if your puzzle has many moving pieces, you'll need to copy your Destroyer to every separate object. | 2012-06-23 19:55:00 Author: Ostler5000 Posts: 1017 |
instead of having a tag on everything in your mini levels, try covering the whole thing in Holo or the sticker panel and set destroy to 'touching'. you can then destroy everything with just one tag | 2012-06-23 20:44:00 Author: GribbleGrunger Posts: 3910 |
instead of having a tag on everything in your mini levels, try covering the whole thing in Holo or the sticker panel and set destroy to 'touching'. you can then destroy everything with just one tag I think you may be confused with what settings are available with what tools. 'Touching' is an Impact Sensor option. While glueing all parts together with Holo or SP would work, it's only any good if there are no moving parts. Anything bolted or connected won't be included by the 'Rigid Connections' option on Destroyers. Alternatively, if I've gotten the wrong idea from your post, using SP like a HitTest and having Impact Sensors instead of Tag Sensors activatethe Destroyers, that would work, but identically to the Tag Sensor method. | 2012-06-23 21:38:00 Author: Ostler5000 Posts: 1017 |
'Rigid Connections'! yeah, I got the name wrong. oh well, I've never tried it myself so I didn't know it wouldn't work with 'bolted' or 'connected' stuff. I tried... but once again, I failed | 2012-06-24 07:10:00 Author: GribbleGrunger Posts: 3910 |
Well, if increasing the Sensor radius fixed the last issue, but the new issue is that emitted items aren't disappearing, it stands to reason the issue is either with your Destroyers, or you've failed to label the Tags correctly. Each Tag the Selector is wired into should be labelled differently, if they're labelled the same, then toggling between which one is active is totally redundant. If the Tags and Tag Sensors are labelled correctly and you're sure about it, double check and make sure that the Destroyer is set to include Rigid Connections. Keep in mind that Destroyers only destroy what they're attached to, so if your puzzle has many moving pieces, you'll need to copy your Destroyer to every separate object. I think I have things wired incorrectly. I have all the tags, p1-p20, on the microchip. I have the Emiters wired to the Selector Outputs. Each object has a tag sensor (inverted) wired to a destroyer. You said the Tags are wired to the Selector outputs. Is this the correct setup? If so, how go the embitters get fired? I need a crude diagram. | 2012-06-24 20:23:00 Author: SirGreenDay Posts: 144 |
Oh for goodness sake. Each Selector output must be wired into 1 Emitter, and it's corresponding labelled Tag. Otherwise your Tag Sensors on your emmited objects will always sense their Tag is active, thus never being destroyed. | 2012-06-24 21:01:00 Author: Ostler5000 Posts: 1017 |
edit: ignore. not the same thing. | 2012-06-24 23:41:00 Author: GribbleGrunger Posts: 3910 |
I got it to work....but. I went to a empty level to test my logic. I have two objects. They are P1, P2. They have a chip with a tag sensor connected to a destroyer. The tag sensor is inverted. The destroyer is set to include rigid connections. To fire these I have another chip on with a 2 port selector. port 1 is connected to both emitlkter 1 ( emits p1) and the tag labled p2. Port 2 is conncted to emitter 2 and tag p1. It works perfectly. But when I do the exact same setup in my current level, each object emits but flashes and disappears. I cycle and object 2 does the same. The embitters are 1 shot, infinite life, emit 1 object, Max emitted is infinite. Is my setup correct? | 2012-06-24 23:54:00 Author: SirGreenDay Posts: 144 |
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