Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
#1
emitter problem.
Archive: 7 posts
okay so when my main character dies all of the enemy sackbots as well as the player avatar sackbot are destroyed using the destroyer tweaker and my game changes modes and shows how many player lives are left. then it changes back to gameplay mode and emitters are supposed to emit the player avatar sackbot as well as the enemy sackbot (essentially restarting at a checkpoint). The avatar sackbot emits just fine and it works flawlessly, however, the enemy emitter is not emitting the enemy sackbot??? The emitters are identical (except for one emits the avatar sackbot and the other emits the enemy sackbot). They are set to have one out at a time with infinite lifespan and when the mode changes back to gameplay they are set to emit once. To make it more weird if I have it un-paused in create mode and manually delete the enemy a new one spawns as intended but if the destroyer tweaker is the cause of the enemy being deleted the emitter doesn't fire. Any feedback or tips on the issue is greatly appreciated. Thanks EDIT: another weird detail. so I respawn after dieing (in create mode) and the emitter doesn't fire. If I tweak the emitter at this point and change the number emitted to 2 than it works and 2 pop out... now if I kill these 2 the emitter doesn't fire any off. then I tweak it to 3 still in unpaused create mode and 3 come out.... I have to have found a glitch there is no way it is intended to work this way! especially when the emitter for the player controlled sackbot works everytime. | 2013-09-08 01:27:00 Author: Madman_Asunder Posts: 25 |
First solution to solving logic errors is not assuming its a glitch. It could be, but in most cases, its not. It sounds like the problem lies with the emitter logic. There are a couple quick checks you can try to trouble shoot this scenario. 1. Make sure your objects lifetime is set to infinite and the MAX emitted is set to infinite. Then you can set the max emitted at once to whatever amount of objects you want out at any given time. Make sure Destroy Oldest when Max is checked to "No". Set the Sackbots destroy animation to dissappear and remove any special effects you may have added to the death animation ( if there is one). 2. If the first method does not work, adjust your objects lifetime to 2 seconds and see if the emitter deletes the sackbot and re-emits them. Set the Destroy oldest object to yes. 3. Double check the layer your emitter is present in and the layer it is emitting to. Make sure your Sackbots are emitting in the same layer as where the emitter is placed( for trouble shooting purposes). 4. If the afore mentioned techniques do not work, I suggest emitting in a clean area. Sometimes it can be the smallest objects ( some invisible to the human eye, can be left behind after a character is deleted preventing the emitter from emitting in that area. | 2013-09-08 02:11:00 Author: Rpg Maker Posts: 877 |
I have found a work around but I am still interested in feedback on the issue so thanks for the reply! I know its usually safe to assume something minor is wrong and its not a glitch but with this it was really bare bones simple and it wasn't working for some reason. point 1. I have those settings you mention. point 2. if I set the emitter to 2 second lifetime it works, it only fails when the destroyer tweaker is the cause of object deletion (but another emitter in the level with the exact same situation works) point 3. the layers are different I will have to experiment with this point to see if that affects the issue! point 4. I'm actually emitting in the air so the enemy falls through a creatinator so I don't think anything is left behind in the way of the emit location. Thanks for the quick reply I'm interested if point 3 has any affect on my situation! | 2013-09-08 02:24:00 Author: Madman_Asunder Posts: 25 |
Sometimes it is faster to redesign. With the second method, you would have to remove the destroy tweaker. This would isolate if the problem is with the emitter itself. Edit: I just noticed you said this does work with the emitter in option two. What it sounds like is it is the destroy tweaker causing some havok here or perhaps the condition of the emitter is changing. Is the emitter moving at all or is it stationary? If you wanted some better assistance, can you post a picture of the sackbots logic. And list settings of your emitter? or one of the two. I am curious to see this. | 2013-09-08 02:31:00 Author: Rpg Maker Posts: 877 |
in regards to the emitter, is it just a sackbot being emitted or is their sticker/holo with stuff on it as well. cause if so then they too would have to be destroyed. how is the thermo at this point. to spawn all sackbots u need probably 150% of the thermo cost to emit it, if u ever watch when u place an object theirs a thermo impact before u place it and then it goes down after its placed. this could be the cause. it costs more thermo to emit it, then it actually takes up when its emitted. which means for all to be emitted it needs an x(cost) * 125%-150% thermo to be emitted, but once its emitted it would take up 100% cost. hopefully this helps. | 2013-09-08 02:44:00 Author: L-I-M-I Posts: 611 |
there is holo stuff also but it gets deleted with the destroyer tweaker. the thermo is a little ways under half as of right now but most everything is in a pretty small demo area so it is a pretty heavy area overall. the emitter is stationary. I will get a picture in the near future so you can have a look. The sackbot logic is intense but all that really matters for this scenario is that it is all deleted via destroy tweakers with the disappear option and include rigid connections (I have looked very closely and it does not appear anything is left behind) as of right now I have arbitrarily change the max emitted at once to be 10 which has fixed the problem (although I only need one but since I just have it set to emit once it works just fine). | 2013-09-08 04:21:00 Author: Madman_Asunder Posts: 25 |
Check to see if the option of most that can be emitted is changed to infinite and the other option is at least 1. | 2013-09-09 17:50:00 Author: L-I-M-I Posts: 611 |
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