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Basic Emitter Question

Archive: 17 posts


I'm trying to make a weapon that fires a muffin when R1 is pressed, and there can only be three of these muffins fired at a time. In other words, as long as there aren't three muffins in the level, then another can be fired. I have destroyers setup so once a muffin moves off screen, it hits a tag that activates a destroyer on the muffins (set to include rigid connections). But whenever I fire three muffins into the destroyer, it takes about 3-5 seconds before I can fire again. I'm sure they're being completely destroyed, and the lifetime of each muffin shouldn't matter because I tried setting it to infinite and the same thing happens. My emitter settings are Emit Once, Infinite Lifetime (although I've tried others), Infinite for Max Emitted, and 3 for Max Emitted at Once. What could I be doing wrong, here?2012-10-04 02:27:00

Author:
Rainbro Dash
Posts: 121


hi there. may i ask.... is this weapon a creatinator helmet or an actual object/emmiter setup? is it for 1 player or more than 1?2012-10-04 03:19:00

Author:
Sean88
Posts: 662


It's an actual emitter activated by pressing R1. For one player only.2012-10-04 04:18:00

Author:
Rainbro Dash
Posts: 121


Have a tag on the muffins that are emitted. Then set up some logic where you have a tag sensor that detects when there are 3 muffins nearby and wire this through a not gate. Then put the output from the not gate and your R1 button into an and gate. Finally, link the output of the and gate and the emitter.2012-10-04 11:36:00

Author:
PGdafrog
Posts: 277


No, no, no, no. Not logic or anything. In the emmiter menu, just set to "No" the box which says "Destroy Old Objects when max is emmited".2012-10-04 16:29:00

Author:
BillyCrash100
Posts: 134


No, no, no, no. Not logic or anything. In the emmiter menu, just set to "No" the box which says "Destroy Old Objects when max is emmited".

Oh yeah, for some reason I assumed that they'd already done that. Try this first (if you haven't already).
2012-10-04 16:54:00

Author:
PGdafrog
Posts: 277


Sorry, I should've included that I did check "No" on that option. It's a side scrolling level where your character is enclosed by a small arena with a single camera angle and zoom. When you shoot a muffin and it goes off screen, it's instantly destroyed. The maximum number of muffins on screen at a time is always three, but when they do move off screen and get destroyed, it takes about five seconds before I can fire another. It seems that after one is destroyed, the game doesn't register the action until about five seconds later. A proximity sensor wouldn't work as well for this. I just don't understand why impact sensors that activate destroyers on the muffins aren't working.2012-10-04 23:46:00

Author:
Rainbro Dash
Posts: 121


To be honest I'm not sure what the problem is here. Maybe your level's just bugged out?2012-10-05 19:17:00

Author:
PGdafrog
Posts: 277


Well, then I guess it's not a "Basic Emmiter Question" then 2012-10-06 17:26:00

Author:
BillyCrash100
Posts: 134


Haha good point. It seems like there'd be an easy fix, though, right? A lot of times I swear I'll be doing everything right, but I'm just overlooking one obvious setting. Unfortunately, it looks like I can actually blame the game for once...2012-10-06 21:08:00

Author:
Rainbro Dash
Posts: 121


I just don't understand why impact sensors that activate destroyers on the muffins aren't working.
What are the materials in question? That is... what is the muffin made of and what material is it "impacting" to trigger the impact sensor?
2012-10-10 22:19:00

Author:
v0rtex
Posts: 1878


The muffin is made of three parts glued together: two separate pieces of holo and an invisible square of rubber to give it weight. They run into a block of holo that activates a destroyer on the muffin set to destroy rigid connections. BUT, I've also tried replacing all that with just a simple square of hologram with nothing else glued to it, and the same thing happens.2012-10-10 22:28:00

Author:
Rainbro Dash
Posts: 121


What is the frequency setting on the emitter?2012-10-10 22:38:00

Author:
v0rtex
Posts: 1878


I've changed it recently, but I believe it was 0.0s. I also think it was set to Emit Once, so the Frequency wouldn't have been an issue, anyway.2012-10-10 22:49:00

Author:
Rainbro Dash
Posts: 121


Hmmm... assuming from your descriptions that the emit is caused by player interaction, correct?

All I can suggest is that you delete the emitter altogether and start a new one. I have seen emitters get glitched or corrupted and nothing seems to fix them but flat out replacing them. Past that, nothing else is coming to mind, sorry.

Good luck! :/
2012-10-11 01:29:00

Author:
v0rtex
Posts: 1878


If you use impact sensors on holo then make sure you set 'include touching' to 'yes'.2012-10-11 19:43:00

Author:
PGdafrog
Posts: 277


Could you post a picture of your logic in case there's something up with that?

Also, on a less related note, personally the way I'd do it would be to use player sensors. Put a player sensor on your muffin with the detection radius large enough so that it fills a little over half of the screen. Invert its output and attach to your destroyer. This way when it went off screen it woud also be out of range of your sackperson and get destroyed. It's a bit cleaner than using impact sensors, which were a bit temperamental in the past (dunno if they were fixed?)

Furthermore, if you can't get your setup to work no matter what you do, you could get the same effect through logic. Put a tag on our muffin. Set up a tag sensor so it will turn on when it detects three tags (maximum detection radius). Invert the output and feed into one input of an AND gate. Feed whatever button it is you're using to fire your muffins into the other. Feed the output of the AND gate into your emitter. This way you can fire a muffin whenever there are less than three, when you have three the tag sensor will 'turn off' the emitter via the AND gate until one is destroyed via the player sensor.

Hope I've been of some help!
2012-10-11 21:24:00

Author:
Xaif
Posts: 365


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