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Possible to emit an object with a danger tweaker on it?

Archive: 5 posts


I can emit a stable object, but when I try to emit an object with a danger tweaker on it, it immediately self destructs.
Does anyone know if this is possible?
Thanks.
2013-09-05 13:01:00

Author:
Unknown User


Firstly, make sure you are using the danger tweaker and not the destroyer tweaker. I always have to take a moment to see if I'm using the correct one (like making an 'L' with my left hand... ). Next, make sure the object is dynamic, otherwise it will just sit there. Then you can make sure the way you place the object spawn location is not clipping into a wall or ground, this causes the object to spawn and get destroyed (if you have a destroyer tweaker on it with an impact sensor). Also, check the emitter settings for the "max emitted at once," "max emitted," "destroy oldest," and "frequency." Make sure that when it emits one, you're not destroying the next one. Can make it emit one at a time, or not destroy oldest, and keep the frequency low enough to not overlap.2013-09-05 14:18:00

Author:
StJimmysAdiction
Posts: 388


Ah, yes, the destroyer is the problem.
I created an object that can be destroyed by the player if hit by a weapon, but destroys the player if impacted.
So it has a chip with a danger tweaker on it and a destroyer which is linked to a weapon blast sensor.
I can emit an object with a Danger tweaker on it and that's fine, it remains stable.
Unfortunately when I add the destroyer it self destructs when emitted ( it's fine when just placed in the level).
Maybe it's not possible to emit an object with a destroyer on it?
Thanks very much for the reply.
2013-09-05 15:38:00

Author:
Unknown User


It is possible, I did so in my most recent level. You must make sure the destroyer is connected to the weapon blast sensor, or it will be destroyed as soon as it emits. Is the item you're emitting weaponized itself? If your frequency/ max emitted at once is too high, it could be being hit by the next emitted one. To prevent this, you can tag the object and use an XOR logic and an impact sensor specific to the tag in conjunction with the weapon blast sensor to trigger the destroyer. This would mean if it's hit by a weapon it will be destroyed, but if it's hit by a weapon, but also by the tagged object (another of itself) it won't be destroyed.

If it's not a weapon, then I would guess that the object is clipping another object at it's spawn. Hope this helps, theorizing is hard without it in front of you to piddle with.
2013-09-05 17:54:00

Author:
StJimmysAdiction
Posts: 388


The destroyer is connected to the weapon blast sensor via a counter. I have tried a weaponised item and unweaponised. It's not clipping as I've tried in mid air etc. I haven't tried the XOR thing yet as I've now spotted a more basic issue ... The AI bots can destroy the item and I don't want them to, only the player. New topic!2013-09-07 09:54:00

Author:
Unknown User


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