Home LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run LittleBigPlanet 1 [LBP1] Help! [Archive]
#1
Boss battle shuts off
Archive: 6 posts
I have a boss battle using the paintinator. Every time I play it in play mode the paintinator stops shooting and the boss stops emitting everything and then I have to quit. I can't find the cause of the problem and I have no clue to why this is happening. HELP PLEASE!!!!!! | 2009-01-25 23:09:00 Author: Scar45 Posts: 13 |
I have a boss battle using the paintinator. Every time I play it in play mode the paintinator stops shooting and the boss stops emitting everything and then I have to quit. I can't find the cause of the problem and I have no clue to why this is happening. HELP PLEASE!!!!!! Is your thermometer full? If so I've had the same problem... everything would stop emitting in the entire level during play mode.... you have to make sure that everything being emitted wont push the thermometer over max once unpaused during create mode. Or at least this is how I fixed the problem with my level. I would suggest lowering the max emitted on a couple emitters. | 2009-01-25 23:19:00 Author: Doctor Ramatool Posts: 189 |
I second this. Emitted objects pushing the thermometer will cause all emitters to stop. If you emit explosives, be wary that the soot might overlay sticker over sticker and will fill op the thermometer too. Set your level from pause in create mode, make sure that the emitters are emitting and go have coffee. Come back after half an hour and check nothing busted. | 2009-01-26 10:35:00 Author: Wyth Posts: 263 |
Even in rz22g's tank level I had this problem happen to me. Lots of explosions really add load to the level since you can easily have hundreds of stickers accumulating quite quickly. Same goes for emitters. As you can tell, it's problematic when you encounter this mid level, because you gun will stop working (although you can manually remove stickers while playing to get your gun working again... but who wants to do that?) | 2009-01-26 17:47:00 Author: Thegide Posts: 1465 |
Well about the explosions: I've found that a single block of material can only hold so many stickers. If the object takes on more stickers, the first applied will be deleted. So if you shoot a single block of material with explosives, the thermometer won't fill up that much because of the sticker limit. However if you have a lot of differen blocks of material (manually constructed brick wall for example) EACH of the blocks will take on the amount of stickers. This will go rampant quite swiftly and likely cause a problem. So if you bomb something quite a bit, make sure it isn't made up out of too many blocks. | 2009-01-27 07:40:00 Author: Wyth Posts: 263 |
This is what I do to save thermo and avoid such problems: HAVE ALL YOUR EMMITERS RIGGED TO PROX SWITCHES! Set the radius of the prox switches to trigger before you enter the area they are in and to remain active while you are there. Once leaving though the emmiters will shut off and your thermo will drop back down. In other words, assuming your level does not start with a ton of emmited stuff (like my rain effect in The Legion) the thermo space taken up will be a lot less. I hope that helps | 2009-01-27 07:54:00 Author: OCK Posts: 1536 |
LBPCentral Archive Statistics
Posts: 1077139
Threads: 69970
Members: 9661
Archive-Date: 2019-01-19
Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.