john9818a on 12/9/2014 at 08:19
I have a guard that when hit, he drops a lantern. This process using an EmitterTrap works fine, but when I add receptrons to slay the emitted lantern if it is hit after the drop, I get an error in the mono box that says the object can't be found even if it is right in front of me in-game. The lantern I am emitting exists in the blue room but I moved it to the guard's area for testing purposes. If I remove the receptron then the lantern is emitted just as before... no problems.
I am referring to the emitted lantern as Guard2Lamp. I tried using the object number 1860 but got the same error. What's weird is that when I went back to using the object name the EmitterTrap started emitting the lantern just as it should even with the receptrons on the lantern... problem solved. :confused:
Is this Dromed telling me to go to sleep or what?
Upon further inspection I found that the lantern in the blue room was falling down and bashing against the floor causing it to slay itself. That was the reason why the object was not found in-game.
darthsLair on 12/9/2014 at 19:39
Quote Posted by john9818a
I have a guard that when hit, he drops a lantern. This process using an EmitterTrap works fine, but when I add receptrons to slay the emitted lantern if it is hit after the drop, I get an error in the mono box that says the object can't be found even if it is right in front of me in-game. The lantern I am emitting exists in the blue room but I moved it to the guard's area for testing purposes. If I remove the receptron then the lantern is emitted just as before... no problems.
I am referring to the emitted lantern as Guard2Lamp. I tried using the object number 1860 but got the same error. What's weird is that when I went back to using the object name the EmitterTrap started emitting the lantern just as it should even with the receptrons on the lantern... problem solved. :confused:
Is this Dromed telling me to go to sleep or what?
Upon further inspection I found that the lantern in the blue room was falling down and bashing against the floor causing it to slay itself. That was the reason why the object was not found in-game.
Hi John,
I messed around with emitters quite a bit lately. I create an object under Projectile.
Faces Velocity>False. Collision Type:none It seems that emitters are particular to projectiles. Keep the name of the object at 8 characters or less.
In CCR, I used a corpse link from the ai/carry lantern,to a dead lantern(one with no light properties) All that is needed on the ai is TrigBrainDead, then a link to a destroy trap cd to the ai/carry lantern. On the Dead Lantern I used collision type:none
These were like a candle lantern (NV Lantern) and I placed a receptron>waterstim so the player could put out the lantern while the ai was carrying it.
john9818a on 13/9/2014 at 05:40
I'll have to check the object names darthsLair as I'm sure they are longer than 8 characters. Everything else you mentioned I have done extensively on other missions and have had success emitting objects other than projectiles. :)
In LS5 part 1 I set up the guard in the tower so that the flare he was carrying would go out either with a water arrow (already done by LGS) or if power was restored to the tower.