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Making the camera wait until all players are in the DCS

Archive: 17 posts


Hi guys, I'm here on the cadge for knowledge...

I'm currently making a golf versus level which has a static screen as the gameplay area (much like the rocket versus game in story mode) and something I cant seem to fathom is how I can make the game movie camera i've set up, wait until all the players who are in the level are in their respective DCS. At the moment as soon as one player enters their DCS the camera activates and no matter what tweaking I do i cant seem to stop it....

So...Does anyone know a simple (or relatively so) way of doing this?

Thank you in advance...;-)
2011-02-06 12:44:00

Author:
FourteenInchGaz
Posts: 110


Sounds like you need to make use of three AND gates here
Connect Controlinator A and B to AND A, and Controlinator C and B to AND B.
AND A and AND B are both connected to AND C.
If all players are in their seats, the movie camera is activated.
This may not be a perfect solution however, as you need to have 4 players.
But I hope that kind of helps you with finding a solution.
2011-02-06 12:56:00

Author:
iArekusu
Posts: 402


Sounds like you need to make use of three AND gates here
Connect Controlinator A and B to AND A, and Controlinator C and B to AND B.
AND A and AND B are both connected to AND C.
If all players are in their seats, the movie camera is activated.
This may not be a perfect solution however, as you need to have 4 players.
But I hope that kind of helps you with finding a solution.

Thank you Arekusu.

I did use AND gates initially and it works, but, as you pointed out, not in the long term as I'd need a 4 player game everytime. Perhaps I can use a combination of AND gates and tags to turn on and off the unused DCS? Does that sound feasible?
2011-02-06 13:17:00

Author:
FourteenInchGaz
Posts: 110


Ok, this is complicated. I thought it up on the spot.

Have the controllinators behind a layer on a thin piece of material. When the set amount of players is there, the same amount of controllinators appear (use 4 sensors, each with different amount of players needed).

Now open up each controlinator circuit board.

Place a NOT gate (I think... The one a bit like a toggle) on each one, wire up the controllinator input to the input of the NOT gates and leave it so there's a constant ON signal.

Tricky bit coming up...

Now get an OR switch, with 2 ports each, on each circuit board. Wire the NOT gate output to one port on the OR switch on the same microchip and then wire a controllinator input to the other port. So on each microchip there is:

- A NOT gate attached to one OR gate port.
- A controllinator input wired up to one OR gate port and the NOT gate input
- An OR gate with 2 ports, with the controllinator and NOT gate wired up to the 2 ports.

Now where you put your camera, put it on a microchip, tweak the view to back to what you want then clone it so you have four identical cameras on a microchip.

Now get each OR gate output and wire it up to one of the cameras on the microchip.

So, in action:

If someone's not it the controllinator, the NOT gate is transmitting a signal anyway, so it's PRETENDING someone is in the controllinator, and each controllinator has an individual camera showing the exact same thing to every other camera due to what happens when a camera is on a microchip.

However whenever you want a new camera you need four all with the same view and if there's some sort of controlled transition, you need ONE on the player 1 controllinator and the outputs are repeated 3 times so there's four.

Ok?

If you want me to explain in further detail (or less... ) or even show you in LBP2, just ask.
2011-02-06 13:35:00

Author:
mutant_red_peas
Posts: 516


Thanks Mr Peas!......although....I have to admit....having read your thorough response (several times!).....I'm still not sure where to begin with it....

Perhaps, when I get to go on LBP later (My son is playing some god awful rubbish right now....) you could show me what you mean?

Doing is better than seeing and all that...

Thanks again either way.....I appreciate it
2011-02-06 14:09:00

Author:
FourteenInchGaz
Posts: 110


Yeah, sure I'll show you! I like mah logix.

Send me a friend request (PSN: Aquila_Shock-99) and I'll add you when I get on later and show you. I must warn you, I'm running out of spaces on my friends list, so if you don't send me a request, I'll send you one. Ok?
2011-02-06 14:27:00

Author:
mutant_red_peas
Posts: 516


Ok, so I resolved my issue with the controllinator by taking a lazy shortcut (I have all players spawning in there respective dcs) It saves time and as its a mp mini game it speeds things up. Thanks to all those who offered their time to help. Now then, as I'm just polishing things up and hope to publish it this evening i'd just like to call on your help once more...

In my golf mini game you play against a backdrop of a setting sun which turns completely to night (a visual aid for timekeeping too) so, to make the golf balls stand out I've used neon material for them, it works really well...but it just lacks that....something, so, I was toying with the idea of having some sort of trail/shooting star effect but I'm not sure of the best way to achieve it....

So...in short....any ideas kind people of LBPC? Thanks again in advance...:-)
2011-02-08 14:29:00

Author:
FourteenInchGaz
Posts: 110


In my golf mini game you play against a backdrop of a setting sun which turns completely to night (a visual aid for timekeeping too) so, to make the golf balls stand out I've used neon material for them, it works really well...but it just lacks that....something, so, I was toying with the idea of having some sort of trail/shooting star effect but I'm not sure of the best way to achieve it....

Attach a ribbon type of decoration to it.
2011-02-08 14:42:00

Author:
Antikris
Posts: 1340


Attach a ribbon type of decoration to it.

It works of course but I'm thinking more of the aesthetic....

I was thinking more along the lines of emitting holo out the back of the ball but that would also emit when the ball is stationary.... Does anyone have any workarounds/other ideas?
2011-02-08 16:06:00

Author:
FourteenInchGaz
Posts: 110


It works of course but I'm thinking more of the aesthetic....

I was thinking more along the lines of emitting holo out the back of the ball but that would also emit when the ball is stationary.... Does anyone have any workarounds/other ideas?

Yeah, you could have an emitter emit holo balls. Setting the max number of simultanous emitted objects and the frequency will determine how long and accurate your trail will be.
2011-02-08 16:16:00

Author:
Antikris
Posts: 1340


You could have some sort of Easter Egg which makes emitters spur out little spinning stars, regardless of its position. 2011-02-08 16:20:00

Author:
mutant_red_peas
Posts: 516


OK, me trying to simplify stuff a bit, might not work but here goes:

Place 4 Player Sensor that detects 1, 2, 3 or 4 players. Wire each Player Sensor into its own AND gate.
Place 4 Tag Sensors that detects 1, 2, 3 or 4 tags. Wire each Tag Sensor into a 4-way Selector, ensuring that the tag sensor that detects 1 player feeds into the top input and so on.
Wire the four selector outputs to the other half of the AND gates.
Wire the AND gates to a four-way OR gate, and wire the OR gate to your camera.
Place 4 Controlinators, with a tag on each that triggers the Tag Sensors. Wire each tag to each controlinator's Active input (the one in the middle above the sixaxis control).
When the players start the level, the player sensors should activate. Due to the selector's nature, and the ordering of the wiring I (tried to) explain above, the selector's output will match the number of players in your level. This feeds into one AND gate, which then waits for the same number of tags in your controlinators to be active before sending a signal to the OR gate and activating the camera.

Simpler? ... maybe not
2011-02-08 18:37:00

Author:
Holguin86
Posts: 875


OK, me trying to simplify stuff a bit, might not work but here goes:

Place 4 Player Sensor that detects 1, 2, 3 or 4 players. Wire each Player Sensor into its own AND gate.
Place 4 Tag Sensors that detects 1, 2, 3 or 4 tags. Wire each Tag Sensor into a 4-way Selector, ensuring that the tag sensor that detects 1 player feeds into the top input and so on.
Wire the four selector outputs to the other half of the AND gates.
Wire the AND gates to a four-way OR gate, and wire the OR gate to your camera.
Place 4 Controlinators, with a tag on each that triggers the Tag Sensors. Wire each tag to each controlinator's Active input (the one in the middle above the sixaxis control).
When the players start the level, the player sensors should activate. Due to the selector's nature, and the ordering of the wiring I (tried to) explain above, the selector's output will match the number of players in your level. This feeds into one AND gate, which then waits for the same number of tags in your controlinators to be active before sending a signal to the OR gate and activating the camera.

Simpler? ... maybe not

Hmm.....I think I'll try this out anyway and see if it works on future levels....Thanks for the thinking time and also taking the trouble to explain it!
2011-02-08 18:43:00

Author:
FourteenInchGaz
Posts: 110


PS: Wire the player sensors into the selector, not the tag sensors!2011-02-08 18:46:00

Author:
Holguin86
Posts: 875


To all those that helped me out, I thank you....

Here's the finished article....

http://lbp.me/v/xkj7s7
2011-02-08 23:16:00

Author:
FourteenInchGaz
Posts: 110


Ima go queue 2011-02-09 07:50:00

Author:
mutant_red_peas
Posts: 516


Ima go queue

Thank you, and, as you've helped me with some of the technical issues and influenced some of my design choices i'd really value your opinion
2011-02-09 13:46:00

Author:
FourteenInchGaz
Posts: 110


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