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Sackbots as NPCs & cut-scenes
Archive: 9 posts
There are two things I'm having trouble with in terms of cut-scenes and non playable characters talking to the player. First of all I wanted to figure out a way to have a cut-scene before the player sees Sackboy. So before they even see Sackboy at the entrance gate, they see a Sackbot talking to them, then after that it cuts to Sackboy entering the level. Is that possible? Or would I have to have a stand alone cut-scene level like in the story levels? And second, and more importantly, how do I trigger Sackbots to act/speak? I can't see an option for it anywhere, they just seem to either play once, or loop. Can't see how to actually trigger them. Say I wanted the player to run through a level, then when they close to a Sackbot, the Sackbot says (with a recorded voice) "Hey Sackboy, go down there for tons of points" - then he shuts up and stops talking, and Sackboy can continue. I can figure it out if I had LBP1 style non playable characters, and just use a magic mouth on a cardboard cut out with a player sensor switch, but I can't attach a sensor switch to a Sackbot. Any help would be great | 2011-01-23 01:07:00 Author: NoddingPenguin Posts: 71 |
No one? Bump | 2011-01-23 11:24:00 Author: NoddingPenguin Posts: 71 |
"And second, and more importantly, how do I trigger Sackbots to act/speak? I can't see an option for it anywhere, they just seem to either play once, or loop." I'd like to know this as well, I tried to attach a sensor to a sackbot's circuit board, but it doesn't make any difference, either he just "plays once" or "loops"... BTW, I believe that if you can make a sackbot "Act" by activating it through a sensor, that may fix your first problem as well. | 2011-01-23 12:10:00 Author: ZackBoy Posts: 65 |
MMmmm, I'm with you here on the problems...I want to video a tutorial on how to operate certain things, so I thought I'd muck around with the sack bots...... Record the sack bot to act out your scene, and if you want him to keep still at the end, just ..welll, keep still for a while when acting. Then capture the sack bot, delete the original, and then use an emitter to Emmit it. The emitted sack bot will perform the same actions, just make sure you Emmit him in roughly the same area as your original bot that did the acting. Simples | 2011-01-23 12:31:00 Author: Shade_seeker Posts: 328 |
Just use a sensor switch to a 'blank' emotion chip when he's done with te animation and he will stop. | 2011-01-23 15:16:00 Author: fodawim Posts: 363 |
Sackbots have a microchip built into them, so hit r1 over them and it'll open. On the circuit board you will see one object, basically the brain, you can't delete it or move it, but you can copy it to make more. Just strat with one the says stand still, then when the player gets close turn on another that says move over here, then another that says stop, pretty simple. If you want the bot to talk to you have to put a magic mouth on its circuit board, then activate it. For the mouth on the bot to move you must have the magic mouth set to either make a sound or play a recording. I hope all of that helps. | 2011-01-23 16:53:00 Author: SackRacer77 Posts: 153 |
put a magic mouth on the sackbot's circuit board, then put a sensor switch somewhere, and make it invisible in play mode. Hook it up to the magic mouth, and there, it's done. (I don't know how to do the cut scene thing though) | 2011-01-23 23:23:00 Author: Nana997 Posts: 197 |
Huh, interesting. Thanks for your help - I'll give that a go now | 2011-01-24 23:15:00 Author: NoddingPenguin Posts: 71 |
Ok so I kind of have it working. I have gone into the chip and added a magic mouth, which is triggered by a sensor switch. I also added a movie camera to focus in on the talking character - also triggered by the sensor switch. However I still can't seem to trigger the Sackbots acting by sensor switch. Seems like that's only for loops. | 2011-01-24 23:36:00 Author: NoddingPenguin Posts: 71 |
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