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#1

Making a magic mouth only talk ONCE during the whole level?

Archive: 8 posts


I still haven't found an answer to this question...

This is how I have done:
I have made a sackbot to act as a NPC, and on it's microchip I made the following:
Placed a magic mouth
connected it to a cut scene camera
connected the camera to another mouth for a finish after the cut scene...

I set the first mouth triggering the whole sequence to One-Shot, but still when I re-enter its trigger radius, it goes on again.

So my question is: How do I make a Magic Mouth ever talk ONCE in the whole level?
2011-02-16 08:56:00

Author:
Lazy_Slacker
Posts: 21


You could maybe try a sequencer? If you put the same set up you have on the sackbot's micro chip onto the sequencer and set the sequencer to 'play forwards' I think it is, it should work, and only play once. You'll have to mess around with the sequencer settings to get it exactly how you want it to look, though (i.e. spacing between the mouths/camera, time spent on each bar, etc).

EDIT: I forgot about having to activate the sequencer. I'm not sure if it activates on its own or not (similar to the music sequencer), but if it does it could then be reactivated if the player leaves the radius and reenters. If you hook a timer up to the sequencer and set it so when the timer fills, the sequencer activates, it should eliminate this.

Hopefully this was of some use to you.
2011-02-16 09:07:00

Author:
Ninja_Gnome23
Posts: 198


The sequencer will probably work, but you could also likely use a counter set to count to one when the player comes within range of a sensor, and set the mouth to one shot.2011-02-16 09:16:00

Author:
tdarb
Posts: 689


Um.... I'm not sure if I understood everything of that. :s

Though the sequencer maybe...
But I want it to be like this:
I enter the trigger radius of the first mouth, I press Circle to close the bubble and then it goes to the cut scene.
After that, the second mouth starts, and I press Cricle to close the bubble.
And then I want to TURN OFF this 'trigger' so that it will never ever become on again. o:
2011-02-16 10:53:00

Author:
Lazy_Slacker
Posts: 21


OMG!
The use of Counters work.
All I needed was to start with a player sensor and connect it with a Counter that has only 1 as a target.
Then I connected the counter to the rest.

Thank you guys.
Hope this helps some other troubled sack person. ^^
2011-02-16 12:15:00

Author:
Lazy_Slacker
Posts: 21


Well, I was scrolling down to see if you had a solution and

PRESTO!

you have one.

Good luck with whatever you're using it for.
2011-02-16 17:12:00

Author:
mutant_red_peas
Posts: 516


I ran into the same problem myself and i solved mine by placing a player sensor linked to an AND gate then linking the output of the AND gate into the Magic Mouth and then linking the output of the Magic Mouth to a Toggle switch that is set to ON and then finally linking the toggle switch into the other input of the AND gate. This way the player sensor + the Toggle switch will activate the Magic Mouth then at the end of the Magic Mouth sequence it will trigger the Toggle switch turning it off. Once the toggle switch is off the sequence is unable to be started again unless you replay the level.

Hope this helps, if you want to see the logic just add me on PSN and ill show you.
2011-02-17 02:16:00

Author:
AbunaiXD
Posts: 19


OMG!
The use of Counters work.
All I needed was to start with a player sensor and connect it with a Counter that has only 1 as a target.
Then I connected the counter to the rest.

Thank you guys.
Hope this helps some other troubled sack person. ^^


I got exactly the same problem, I pull my hair and starting to loose hope and googled about million times with no answers, and then I did just like you and it works Thank you for that. Now I can move on with my creations without stucking with this problem
2012-02-08 01:25:00

Author:
OmieR
Posts: 76


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