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jackofcourse
07-17-2009, 11:49 PM
I've heard of this before but never really thought about it properly because it's never been an issue.

I have an object in the level that's already there when you enter that originally comes from an emitter, you then get the chance to emit a new one, when the new one emits the old one should disappear, but doesn't disappear. However if you do this in create mode before being saved, it disappears fine.

It's like when you save the level, it is saving that object indefinitely, even though it has come from an emit that is set up to a maximum of 1.

Any way to solve it?

redmagus
07-17-2009, 11:56 PM
put an extra sensor that detects when sackboy enters the level that emits the first one,

then whatever activates the emmitter normally can still work

this will work if you use an "or" switch

jackofcourse
07-18-2009, 12:07 AM
Duh! I actually thought of that idea earlier.

Well no, I thought 'I know I'll have it emitted as I get there', then thought 'no I don't want to do that because I already want it there when they arrive, I don't just want it appearing out of no where'...

How I didn't think of just having the sensor a lot earlier in the level I have no idea.

Thanks a lot :)

jwwphotos
07-18-2009, 02:12 AM
I just figured this out myself awhile back the hard way.... especially necessary on something like a conveyor which I had the issue with. Talk about jamming up the works!!

I also try to remember to attach a switch to an emitter when I first place it before assigning the object so I don't end up with something coming out in the queue so to speak.

Leonardo
07-18-2009, 02:15 AM
You probably putted it in infinite lifespan.

rtm223
07-18-2009, 09:03 AM
Jack,
RedMagus' solution is similar to what I would do as well. Have a prox trigger a permenant switch going into an AND with the normal trigger. One thing to watch is that I think I have seen prox's trigger in create mode when entering the level, same with GLT etc. Best to move the prox slightly away from the start point to be safe.

Leonardo, this is a known bug.

When setting the maximum emitted at once to 1, the previous object should disappear, regardless of lifespan. Obviously it is the same with max emitted at once at 5, 10, whatever.

Any objects emitted in create mode do not count towards this max at once limit. The do count towards the max emitted limit. Which is annoying.