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#1
Unemitter
Archive: 15 posts
It would be a godsend to have something as simple as the "Unemitter". Objects emitted from an Emitter that come within range of the Unemitter would instantly disappear. Simple as that. | 2009-02-20 16:51:00 Author: Gilgamesh Posts: 2536 |
Oh God yes. This has been bugging me for ages. | 2009-02-20 16:59:00 Author: wexfordian Posts: 1904 |
Can be done without this 'Unemmitter' you speak of. | 2009-02-20 17:06:00 Author: DRT99 Posts: 431 |
Can be done without this 'Unemmitter' you speak of. Spill the beans DRT99! | 2009-02-20 17:08:00 Author: wexfordian Posts: 1904 |
Can be done without this 'Unemmitter' you speak of. Really? Does it apply to all materials in all situations, and with objects that have an undefinable lifetime and number emitted at once? Because I could really use a solution for that. | 2009-02-20 17:15:00 Author: Gilgamesh Posts: 2536 |
Funnily enough, I've just been experimenting with ways to 'un-emit' objects. The only way I can think of is to attach a protected brain, and a magnetic switch to the emitted object. Wire the magnetic switch to the brain, and set it as a one-shot switch. When it comes near an object with the magnetic key of the same colour (the 'un-emitter&apos, it wil activate the brain, and 'kill' the object. There are 2 disadvantages with this: -Visible brain -When the objects are destroyed, you'll get points (which could be a disadvantage in some cases) | 2009-02-20 17:29:00 Author: Entity Posts: 274 |
Funnily enough, I've just been experimenting with ways to 'un-emit' objects. The only way I can think of is to attach a protected brain, and a magnetic switch to the emitted object. Wire the magnetic switch to the brain, and set it as a one-shot switch. When it comes near an object with the magnetic key of the same colour (the 'un-emitter&apos, it wil activate the brain, and 'kill' the object. There are 2 disadvantages with this: -Visible brain -When the objects are destroyed, you'll get points (which could be a disadvantage in some cases) I've also heard that Creature Brains chew up the thermometer. That, and the "free points" are two problems I have with this solution. I've thought about it myself. | 2009-02-20 17:33:00 Author: Gilgamesh Posts: 2536 |
Ah, that would be useful indeed, good idea. | 2009-02-20 17:37:00 Author: olit123 Posts: 1341 |
I've got an Idea Make a random object, like a circle of any material and attatch a magnetic key to it. Save the object. Emit, say five of them from an emiter, these will be the ones unemitted later. Pause the game in create mode. Make a dark matter box in the top-corner of the create mode area and move the same emitter you used to emit the five circles onto there. Now, since these circles have magnetic keys on them, put a magnetic switch on the ground. Now connect the switch up to the emitter (set the emmiter now to an infinite amount of possible emitted objects and only 5 emitted at once, just for this example) so then, when one of the circles comes close to this switch, it will allow the emitter to emit one or more new objects. This should delete one or more of the older objects and replace them with useless ones in the dark matter box in the top corner. In this example I said 5 objects, but really it could only be 100% accurate with 1 object. This is because it won't be easy to notice which object of the ones in play is emitted from first to last. This may seem a little bit confusing, but it's hard to explain it in words. It would be good if someone can come up with a better solution for this, or just a better description. | 2009-02-20 17:46:00 Author: S-A-S--G-U-N-R Posts: 1606 |
you could always resort to perfect timing the emmiter for how long the objects stays like 5 seconds or 3 seconds and thats easier then brains and stuff, but thats if its a projectile to kill if its something like you want it to spawn a object like sponge for steps but if you try and cheat by moving the steps to far make it so the steps are disolvant material and a mag key on the dissolve and a mag switch on as far out as you want it to be able to go, sorry if i got the mag key and mag switch wrong way around | 2009-02-20 19:07:00 Author: Zommy Posts: 1232 |
I've got an Idea Make a random object, like a circle of any material and attatch a magnetic key to it. Save the object. Emit, say five of them from an emiter, these will be the ones unemitted later. Pause the game in create mode. Make a dark matter box in the top-corner of the create mode area and move the same emitter you used to emit the five circles onto there. Now, since these circles have magnetic keys on them, put a magnetic switch on the ground. Now connect the switch up to the emitter (set the emmiter now to an infinite amount of possible emitted objects and only 5 emitted at once, just for this example) so then, when one of the circles comes close to this switch, it will allow the emitter to emit one or more new objects. This should delete one or more of the older objects and replace them with useless ones in the dark matter box in the top corner. In this example I said 5 objects, but really it could only be 100% accurate with 1 object. This is because it won't be easy to notice which object of the ones in play is emitted from first to last. This may seem a little bit confusing, but it's hard to explain it in words. It would be good if someone can come up with a better solution for this, or just a better description. I now have a better idea. If you put an emitter for each circle, a different colour setting on the magnetic keys on the circles, and a magnetic switch for each circle (all in the same area) then when any of the circles go into that specific area then it will activate the emitter for that object and make it disappear. As long as all the emitters are set to an infinite amount emitted but only one emitted at once. If they are set like this then it will delete the object in play and replace it with a useless one in the dark matter box I said about in my last post. | 2009-02-20 19:17:00 Author: S-A-S--G-U-N-R Posts: 1606 |
Creature brains is the most feasable solution, set up so they pop when the key is in range. But, ya, you do get points when they die. | 2009-02-20 21:24:00 Author: DRT99 Posts: 431 |
I liked S-A-S's solution. I also liked the fact that he quoted himself | 2009-02-20 21:50:00 Author: Pinchanzee Posts: 805 |
you could always resort to perfect timing the emmiter for how long the objects stays like 5 seconds or 3 seconds and thats easier then brains and stuff, but thats if its a projectile to kill if its something like you want it to spawn a object like sponge for steps but if you try and cheat by moving the steps to far make it so the steps are disolvant material and a mag key on the dissolve and a mag switch on as far out as you want it to be able to go, sorry if i got the mag key and mag switch wrong way around yeah well i can quote myself | 2009-02-20 21:52:00 Author: Zommy Posts: 1232 |
Make the object out of dissolve, add a mag switch on it, and a key where you want to "unemit" it. tada! Sticker as you like. There really needs to be a tweakable weight to objects too, imo. What if I want HEAVY wood? Use stone? WTF man! why aren't materials tweakable!!?!!!@~111!!! | 2009-02-21 03:14:00 Author: dkjestrup Posts: 672 |
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