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How do I solve this odd issue applying logic to an emitted object?

  • Skeuomorpheus

    I think I understand. You basically want every emitted object to work, as it is emitted, as if time has just started.

    Have you tried using the emitter output ‘object just emitted’ (think that’s what it’s called) in the emitter gadget’s tweak menus? I use this to trigger sound effects and stuff when an emitter does its thing. I wonder whether you could use this output to send data to your emitted missile after the point of emission to change or reset its settings, maybe via a keyframe or depending on what you need to happen a wireless transmitter/receiver.

    If I’ve misunderstood what you’re trying to achieve, sorry! :-)

  • Spirit-X

    That actually exemplifies the issue I'm talking about perfectly. I can indeed use the 'Object Emitted' output. Problem is that my reference objects then gets that signal and initiates it's logic, therefore when I then fire another missile a couple of seconds later, the reference object is in an in-flight status rather that it's initial status, so the emitted object comes out in the incorrect state.

  • Spirit-X

    Hold on! I think I worked out what's going on. Will post the solution here in case anyone with similar woes comes looking:

    So when you open the Emitter tweak and select an object to be emitted, that object (what I call the 'reference' object) will automatically be made to be invisible. You may be familiar with this. I was too but what I've only just figured out is that selecting an object to be emitted also turns that object 'OFF'! I mean literally, it turns the power off for that object (or group if the emitted object is a group).

    So at some point while fiddling with the logic in my reference object, I must've noticed this and turned it back on so that I could see how it behaves when I press Play. Clearly I did this absent mindedly without really thinking about it. When I realised this and turned the power for my reference object back off again, everything started functioning as it should. Each emitted object now has it's own independent instance with it's own initial state.

    So after you've been playing with your reference object: REMEMBER TO TURN IT BACK OFF!

  • Dreeko

    Can you not have 2 versions of the object that you want to emit? Version one is animated to appear and do the fins out animation then keyframe it to go invisible then replace it with version two that has no logic or animation and emit that one in the direction you want

  • Spirit-X

    I'm sure you could do that but that now seems unnecessarily complex compared to just using the emitter as intended,...now that I've actually figured out what I was doing wrong.

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