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Emitter: "reference in play" not working?
Archive: 5 posts
Haven't needed the "reference in play" option on emitters until now so I haven't tried it b4, is there some trick to get it working or is it just broken? Long story short the original object has things bolted to it that get destroyed during play, I need it to be in the same state when I emit a copy after they are destroyed. But it always emits it as though nothing was destroyed | 2015-08-24 03:03:00 Author: evret Posts: 612 |
Is there an emitter on the original object or something like that? The other thought is if it's off screen with dynamic thermo, maybe it breaks it updating. | 2015-08-24 10:07:00 Author: Mr_Fusion Posts: 1799 |
Is there an emitter on the original object or something like that? The other thought is if it's off screen with dynamic thermo, maybe it breaks it updating. no emitters on it, not using dynamic thermo (yet), and there are no wires going to/from it. the original object is also stationary, only the emitted copy moves. maybe it's due to the emitter moving b4 it emits, i'll try have the emitter stationary to see if it helps when i get on next | 2015-08-24 10:44:00 Author: evret Posts: 612 |
I never really messed with the reference in play mode either. It seems to work for adding logic to the original object. It also works for gluing new objects to the original. It does not seem to notice state changes of logic or objects that have been destroyed. Yet, if you unglue an object from the original it works. This makes me wonder how they made the contraption challenges in the story levels, because I thought those things were bolted together and it doesn't seem to recognize that. You might have to find a work around. | 2015-08-25 22:30:00 Author: one-mad-bunny Posts: 334 |
I worked out that it only works when you are emitting by zone, not the regular dynamic capture. Emitting by zone has introduced its own set of problems though. Getting there slowly | 2015-08-26 02:52:00 Author: evret Posts: 612 |
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