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#1

Emitters keep wildly changing position

Archive: 10 posts


On the level that I'm working on, the emitters sometimes appear not be working when I play test it, but when I go back to create mode to check, the positions of the emitted objects have changed drastically. Even after I've moved them all back it can be fine for a while but then it just happens again sooner or later. Any advice?

EDIT: I put the microchips on holo instead of on the "ground" and it seems to be ok now
2014-03-22 12:42:00

Author:
TEENWULF
Posts: 133


Some advice:

1. Use the grid when placing emitters
2. Don't emit decoration spinners
2014-03-22 14:26:00

Author:
AmazingKittyCat
Posts: 204


Why use the grid? what difference does it make? I've never used the grid since day one2014-03-22 14:35:00

Author:
TEENWULF
Posts: 133


Well, you don't HAVE to use the grid, but it makes it easier to keep track of things and makes your logic more organized....
if you're using emitters that have to emit in a very precise location, then using the grid is best. If you accidentally move that emitter or you have to change the logic or something, it's very easy to put it back in the exact place it was before.

I may be wrong, but I also think that it's slightly easier for the game to remember the location of something that's aligned with the grid. That could help with loading times.
2014-03-22 17:25:00

Author:
AmazingKittyCat
Posts: 204


The Actual emitters never move. The things being emitted do. Either wayyyy up high or waaaay down low. there's no reason for it.2014-03-22 20:19:00

Author:
TEENWULF
Posts: 133


That seems strange. Did you set the emitters then move them to a different layer? Did you capture in game or from saved objects?

I have had problems capturing in game, especially when the captured object has a mover on it.
2014-03-22 23:44:00

Author:
one-mad-bunny
Posts: 334


The Actual emitters never move. The things being emitted do. Either wayyyy up high or waaaay down low. there's no reason for it.

I see your edit that you've fixed this problem using holo, but for what it's worth...

I have seen this behavior myself when I emit an object that would go outside the standard (non-glitch) layers. For instance, on object in the back two thick layers is captured from the back thin layer, then emitted from an emitter placed on the front thin layer. It cannot work out how to place this and it totally flakes out. (hope that made sense - kinda hard to explain without a visual demonstration).


Did you set the emitters then move them to a different layer? omb and I appear to be on the same page.
2014-03-23 00:05:00

Author:
v0rtex
Posts: 1878


The emitters were on the very front. They never moved and the objects were captured from saved objects. I'd test them in create mode and they'd work fine so I'd go into play mode and nothing would happen, so I'd go back to create mode and check the emitters and they'd be pointing way off from where they were originally. It'd do this almost every time. So i put the emitters on holo but in the same place as they were and everything works fine now. So who knows what it was.2014-03-23 00:16:00

Author:
TEENWULF
Posts: 133


Hi TEENWULF, hope in general your levels going well.
Its sounds like a bug to do with the 3d layers. Sometimes a similar bug happens with the controllinator. a few things could be up with the emitter.
1. if the emitter is on the very front active thin layer it can have trouble emitting something unless it too is only a front thin layer thick.
2. If you are emitting something in a 3d back layer it will break (if something passes in front of it in the active layer. It sounds like this might be your issue.
If you create an object in the 3d layers it must obey one of the following rules :-
(A) you make it from a material that's not effected by the games physics engine (Hologram, Sticker Panel)
(B) you make if from or have glued to it in some fashion, dark or light matter)
(C) have placed on it, a 100% dampened anti-grav)
(D) somehow have one part of your object in the active 5 active game layers)
When you place the object that's being emitted (from the anti-grav tweaks), it emits relative to the position of the anti-grav. So if the anti-gravs position moves, so will the emitted object and maybe behind something and cant emit.
You must also have the area the object emits clear in the layers it exists in.

I'm glad you solved the problem man
2014-03-23 14:16:00

Author:
Sean88
Posts: 662


Hi TEENWULF, hope in general your levels going well.
Its sounds like a bug to do with the 3d layers. Sometimes a similar bug happens with the controllinator. a few things could be up with the emitter.
1. if the emitter is on the very front active thin layer it can have trouble emitting something unless it too is only a front thin layer thick.
2. If you are emitting something in a 3d back layer it will break (if something passes in front of it in the active layer. It sounds like this might be your issue.
If you create an object in the 3d layers it must obey one of the following rules :-
(A) you make it from a material that's not effected by the games physics engine (Hologram, Sticker Panel)
(B) you make if from or have glued to it in some fashion, dark or light matter)
(C) have placed on it, a 100% dampened anti-grav)
(D) somehow have one part of your object in the active 5 active game layers)
When you place the object that's being emitted (from the anti-grav tweaks), it emits relative to the position of the anti-grav. So if the anti-gravs position moves, so will the emitted object and maybe behind something and cant emit.
You must also have the area the object emits clear in the layers it exists in.

I'm glad you solved the problem man

I was just emitting 2 sackbots in the normal layers. It was part of a cut scene so there is no player interaction. There is 3D layers behind where they emit so maybe it's that. Oh well, seems to be sorted now. I've got creators block at the moment so I've decided to remake an old level until I get some inspiration. Thanks for your help the other day too
2014-03-23 14:43:00

Author:
TEENWULF
Posts: 133


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