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#1

No switch works on emitters.

Archive: 14 posts


I'm trying emit a "hologram" of this guy at certain intervals in my level, so he can give you clues on how to get past certain areas and stuff like that.

So I'm trying to put the first one down, by having a sensor emit him whenever you're in range of the sensor. That doesn't work.

So after that, I figure maybe it's a quirk in the editor (as i don't mess with emitters much) so I try and have it so the sensor will push a block (off screen) into a magnetic switch, and then THAT will activate the emitter.

That doesn't work either.

What's the poop is going on? :/ It's like the emitter just refuses to work with switches.
2009-02-12 18:59:00

Author:
superezekiel
Posts: 120


I'd check that the sensor is set to on/off and make sure the wire is hooked up to the emitter. Also double check that the item you are having emitted has an unobstructed area to appear in. If there's anything in the area it won't work.

I've had emitters that I had to adjust how many it would produce then change back to what I originally wanted in order for them to work too. Hope this helps. If not there are a lot of really smart creators on the site - I'm sure someone will know exactly how to fix. Good luck.
2009-02-12 19:31:00

Author:
Morgana25
Posts: 5983


Is your switch set to the right option? 1 shot is likely what you need, and directional will not work. If you hooked it up under 1 shot and then changed it to directional after, then it would still appear connected, but it wouldn't work. Another thing to look out for is to make note of the color of the wires to the switch. If they are red, then it's broken somewhere. (Of course LBP won't tell you WHERE... you just have to screw with it until you figure it out )

I'd check your switch states first. I haven't had many problems with emitters, so I think you should give those a look.

EDIT:
Also double check that the item you are having emitted has an unobstructed area to appear in. If there's anything in the area it won't work.

Yeah, that too.

Heh, posted at the same time. xP
2009-02-12 19:31:00

Author:
Inspectigater
Posts: 126


Try re making the emitter. Strangely it is possible for components to simply break for no reason, you can alter them as much as you like but it will remain broken.

It has happened to me on two occasions, deleting the emitter and then creating a new one will fix the problem.

hope that can help
2009-02-12 19:42:00

Author:
accordion
Posts: 76


Nothing is blocking it's path, it's set to on/off (never changed it) and I even remade it

What sucks even worse, is if I just let the emitter sit there, it emits the item no problem, and also won't stop emitting it.

I'll try changing the number and stuff, but for now I might have to find a weird work around or something, I dunno. Hate little glitches like this :/
2009-02-12 23:32:00

Author:
superezekiel
Posts: 120


Is it the radius of the player sensor switch?

If everything else is set to what you list - it should work?!?
2009-02-12 23:37:00

Author:
Morgana25
Posts: 5983


I made the radius pretty huge, and when I test it out in the editor i just drop myself right next to the sensor (since the hologram emits right next to it, i'd see it right away anyway)

Seriously though, this doesn't make sense I even restarted the game to see if I could get it to work then and it doesn't. Time for a new plan to over come this problem.
2009-02-13 04:59:00

Author:
superezekiel
Posts: 120


Try and set the Max number emitted to infinite to be sure. Just checking: you did unpauze right? Sometimes there are screw ups like that, while they sound stupid, it happens quite a bit .2009-02-13 08:23:00

Author:
Wyth
Posts: 263


Chances are you have the emitter set up wrong m8. If you have "max emitted" set to 1 then thats probably the issue. Either that or the sackboy is standing where the hologram is trying to be emitted, thus making it impossible to emit. Hope this helps!2009-02-13 08:30:00

Author:
Neverynnal
Posts: 374


You might want to set the switch behavior to "One-shot" and the lifetime to infinite. I'm not sure if it will generate the effect you want, but it might.2009-02-13 08:33:00

Author:
Voltiare
Posts: 646


You might want to set the switch behavior to "One-shot" and the lifetime to infinite. I'm not sure if it will generate the effect you want, but it might.

Yeah, thats what I was saying. I think one shot will give him the desired effect.
2009-02-13 15:17:00

Author:
Inspectigater
Posts: 126


Chances are you have the emitter set up wrong m8. If you have "max emitted" set to 1 then thats probably the issue. Either that or the sackboy is standing where the hologram is trying to be emitted, thus making it impossible to emit. Hope this helps!

This may be the problem. I do have max emitted set to 1. How does that cause a problem? (going to fix it and see if it works, but still confused)
2009-02-13 15:38:00

Author:
superezekiel
Posts: 120


This may be the problem. I do have max emitted set to 1. How does that cause a problem? (going to fix it and see if it works, but still confused)

Because that amount represents the 'stored' limit of objects.
If it is set to 1, once the object has been emitted the emitter is out of store.

You need to set it to infinite, but set the maximum items emitted at a time to 1.

That should work.
2009-02-13 15:48:00

Author:
Miglioshin
Posts: 336


Another thing to be aware of is what plane the emitter is emitting to. If you build something on the far thick plane, for example, then capture it, then emit that on an emitter which can only get to the front thick plane as there are walls in the way, well, it won't emit then. That's another thing people sometimes forget to notice...2009-02-14 12:11:00

Author:
Elbee23
Posts: 1280


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