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Magic Mouths + Sequencers = Frustration

Archive: 9 posts


I'm trying to make it so that a character I have speaking has several bubbles worth of text, with each one popping up after the Circle button has been pressed on the previous one. I had heard that this could be done via a music sequencer, but I'm still having two big problems doing it.

First, because the sequencer is moving forward in time, at a certain point, a bubble automatically closes and jumps to the next bubble, regardless of whether Circle has been pressed or not. And if Circle is pressed before this point, the movie camera angle shifts back to Sackboy and the gameplay for a bit, until the next bubble comes up in the sequencer timeline and yanks control away again.

Second, how do I keep a constant camera angle on the character for each mouth? Each one has a default position that differs from what I have in mind, and even if I change the angle on the first one, it's still on the default position in the other ones (If that makes any sense).
2011-01-25 17:05:00

Author:
Behonkiss
Posts: 229


You should use sequencers when you want your dialog to move forward at a predetermined point in time, perhaps in sync with some animation events. For dialog that pauses until the player is done reading, try linking the output of the first magic mouth to the input of the next, etc.

You could copy the first mouth, then the copy would have the same camera. Alternatively, select all cameras with drag select or (I think) by holding R2, and tweak them all in one go.
2011-01-25 17:26:00

Author:
Rogar
Posts: 2284


I don't think linking mouths works, at least it hasn't for me. The only way I've been able to do this is on the talking Sackbot's microchip, and just lay the magic mouths close to each other and have some kind of trigger to trigger them all at once, then it will go from left to right (or at least it seems that way for me). So maybe have a sensor switch, or an on-contact switch that triggers all mouths as soon as your character gets to a certain point. (Next to the talking character, for example).2011-01-25 17:56:00

Author:
NoddingPenguin
Posts: 71


Linking the output of the first mouth to the input of the second isn't working either- The first mouth's text is shown, but the next one doesn't come up when I press Circle. Are there other factors I have to take into account?2011-01-25 18:28:00

Author:
Behonkiss
Posts: 229


Set the mouths input signal to one-shot, that does the trick for me2011-01-25 18:37:00

Author:
Unknown User


My HP-Bar logic tutorial has a bot in it that uses logic for cutcenes.
you could check it out!

https://lbpcentral.lbp-hub.com/index.php?t=45250-Tutorial-manual-esque-HP-bar-logic-level
2011-01-25 19:06:00

Author:
Luos_83
Posts: 2136


There is a GAMEPLAY sequencer. Music sequencer is for music.2011-01-25 19:13:00

Author:
duxer
Posts: 15


Set the mouths input signal to one-shot, that does the trick for me

I can confirm that linking mouths together with One Shot enabled does the trick. I also linked all of mine to a counter and I would link the final mouth to it and make it subtract. This counter is what activates the mouths, and when it's not active the sackbot stops talking
2011-01-25 20:13:00

Author:
BiznessMan
Posts: 17


I do it by using a microchip and in between each magic mouth I have a timer. The first is activated for 0.1 seconds (using the On/Off function) when the player is in the area which then opens a magic mouth. After that any connecting magic mouths use a time for 0.1sec (on count up) between each one. This way when the player presses zero the circuit have to do something else before the next mouth starts, The tiny amount of time between them isnt noticeable.

Hope that helped.
2011-01-25 22:05:00

Author:
fusioncell
Posts: 17


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