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Sackbots are not getting emitted
Archive: 9 posts
I tried to emit some sackbots in a fighting level I'm making and only one emitter worked, all the other ones did not emit anything. plez halp sumone. and no, i did not try to emit them into a object or something. | 2015-11-28 09:23:00 Author: burgerstupr Posts: 47 |
Is your thermo very high? Then LBP3 stops emitting... Or did you use the emitter in create mode before and you have reached the max count? | 2015-11-28 12:15:00 Author: Hanfi1311 Posts: 776 |
Here are possible reasons for failiure: - Thermo reached limit (as stated by Hanfi1311) - Something is in the emition area (blocking the path) - Emitter has reached max emition amount (Also stated by Hanfi) - The sackbots are being destroyed as they're being placed It could be any of these reasons, these being the main possibilities. If these don't work, please don't hesitate to come back, and when/if you do, come back with more information on why it doesn't work. Thanks. | 2015-11-28 18:21:00 Author: amiel445566 Posts: 664 |
the 3 emitters on the left don't work for some reason 50040 | 2015-11-28 23:10:00 Author: burgerstupr Posts: 47 |
Still not enough information I'm afraid. Tell us about the environment, the thermo, and the emitter settings. | 2015-11-29 00:48:00 Author: amiel445566 Posts: 664 |
the thermo is not fulled up, and there is nothing in the emition area. nvm anyway probably just a bug or something. | 2015-12-03 03:28:00 Author: burgerstupr Posts: 47 |
the thermo is not fulled up, and there is nothing in the emition area. nvm anyway probably just a bug or something. Its likely not a bug. I'm going to guess the emitter settings were copied, so Ill get rid of the max settings as being the culprit. But I am going to guess the issue is with the logic itself that activates the emitters or there is something blocking the object from emitting. To find the issue, first start by going to a blank level. Use new emitters, with no logic activating them, and make sure all of your sackbots emit. If this works, there is some logic issue-possibly logic deleting the sackbots when they are created or not being activated at all. Also if there is anything in the sackbots way when they emit, the emitter may not instantiate the object. Also this may be obvious, but test single player. I ran into some weird events...dare I say "bugs" when creating with two players. | 2015-12-03 23:52:00 Author: Rpg Maker Posts: 877 |
To decrypt the logic and find out whats wrong follow these steps: 1. Glance over your logic and try and see if there is anything that COULD be wrong 2. Separate and test each of those areas, down to just the singular unit that could be broken (however many units there may be) 3. Apply fixes to all areas that you found bugs in 4. Retest system 5. If bugs are found, repeat from step 1 Seems to work for me, and if this is a logical issue, looking for bugs this way might help you. | 2015-12-04 06:50:00 Author: amiel445566 Posts: 664 |
Take one of the emitters that doesn't work, copy it and place it on the same chip with no logic triggering it. The on/off setting will take over by default and based*on frequency*setting it should emit. If it does then the emitter works! The problem could be as simple as changing a setting to 1 shot (if triggered by a pulse) or there is a problem with the logic not triggering the emitter. Good luck! | 2015-12-07 00:44:00 Author: one-mad-bunny Posts: 334 |
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