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Anti-gravity on Shardinator Shards?

Archive: 3 posts


Designing a subterranean level that I want different looking every playthrough. The shardinator set to 50 without outer shards is desirable here. After shards are created, a bar shoves a mid-section into the background for removal ultimately leaving a cavern look left over. The issue i'm having is the top most shards collapse when they must remain static.

So far I have the Shardinator tagging the shards and a Broadcast Microchip set to tags/infinite range with an Anti-gravity placed on chip.

This works except that I get tremendous slow-down indefinitely: 10fps. --While sharding & manually placing 50 Anti-gravity chips on each of the 50 shards does not cause the frame hit.

Basically I want all leftover shards to remain static after detonation in Play Mode.

Anyone have any solutions or a workaround? (PS3 Version) Not certain if this occurs on PS4.
2015-07-27 23:33:00

Author:
clearwolves
Posts: 18


Here are your options:

Make the shards tagged, then make a static shard take it's place with an emitter. Then delete the original shard. Pro: good thermo. Con: shards don't look like the shards they threw out
Make a set amount of shards that can exist, and make the oldest ones delete
Time the tag to shut itself off whenever it isn't moving
Keep it as is, and deal with lag (possibly try and streamline it as much as possible, maybe bump up your thermo a few notches)
2015-07-28 05:39:00

Author:
amiel445566
Posts: 664


Thank you "Amiel" but I figured out solution #5. --By adding a Material Tweaker set to Sticky on the frame encasing whats to be shardinated, did the trick. No tags or Broadcast Microchip needed.2015-07-28 12:20:00

Author:
clearwolves
Posts: 18


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