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#1

Camera Spawning

Archive: 5 posts


I've read through a number of controllinator/camera threads and have not found a problem like mine, so I'm hoping someone can help me. Here is the issue:

I have a remote controlled sackbot. He is the main player of the game (because I'm doing a lot of things with him that I can't so with just the player). I have a movie camera on his control board, and it is wired into the on/off switch. It works great...until he dies.

I'm handling sackbot death by linking a few things together... I have a tag sensor that senses the sackbot. If the sackbot disappears, then two things happen: 1) A counter ages by one to a max of three and then game over. 2) An emitter poops out another sackbot for controlling.

The problem is that, when a new sackbot is emitted, the movie camera on the sackbot's board does not get activated. I've even tried wiring it to another button, but it still does not work. Is there another method I can try?
2011-01-24 06:40:00

Author:
inveni0
Posts: 7


So is the camera staying where the sackbot dies? Or is it returning to somewhere else?

Either way, have you tried putting a player sensor on the Sackbot's microchip and setting the minimum detection range to 0? Also, make sure you set the movie camera's transition time to 0.0! I keep forgetting to change that so when I play my scenes for the first time they always screw up!

I hope this helps!
2011-01-26 00:51:00

Author:
Unknown User


The camera was returning to the player. But it started working all on its own. I think I must have had some other conflict that I fixed without knowing while I was prepping the controllinators. It works now, though, with a "number of lives" system and everything!2011-01-28 13:14:00

Author:
inveni0
Posts: 7


You may wanna stick the (invisible) transmitting controlinator onto a block of 0% Halo, chip it up with a follower that chases a tag that is on the sackbot circuit. You could wire up the follower with the Active output from the transmitting controlinator (it is in the center of the PS3 controller image); you can then place the Halo block anywhere you want, where it will stay in place until the player enters its controlinator.

You can get rid of the movie cam.

When it activates, the player will turn invisible and automatically follow the sackbot. Because the game camera is focused on the player, it will follow the sackbot as well. Any game camera or sensor in your level that responds to player proximity will now also work. On top of that, movie cameras on sackbots will foul up the multiplayer experience, while this solution here wil work perfect for every player for which there is a separate controlinator.

Not my invention! Found in the excellent Tutorial forum here.
2011-01-28 13:23:00

Author:
Antikris
Posts: 1340


Interesting. I'll have to consider that. This is definitely a single-player level, but that sounds like a pretty elegant solution. In fact, I already have a holo object following the sackbot (with an emitter), and I could place the controlinator on that, along with the sackbot emitter. Definitely worth an experiment.2011-01-28 13:55:00

Author:
inveni0
Posts: 7


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