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#1

Magic Mouths on sequencers that WON'T STOP!!

Archive: 9 posts


Hey guys, I'm just wondering how to actually get sequencers to stop? That sounds stupid, but basically I have 3 magic mouths on a sequencer synced to 3 cameras in my level (also with subtitles on) but when the sequencer reaches its end, the last magic mouths text remains - this makes it impossible to view other magic mouths later in the level. Am I missing something obvious here?2011-02-16 17:52:00

Author:
realitybytes16
Posts: 2


The work around I've been using for this is to put an empty magic mouth at the end of the last one with text. Set it for subtitles but don't type anything in the mouth. Seems to fix the lingering text issue.

You can also put a battery at the end of the sequencer and hook it into the reset on the bottom right of the closed sequencer. That will stop it from running more than one time.
2011-02-16 17:55:00

Author:
Morgana25
Posts: 5983


How about putting the sequencer on a piece of dissolve and hooking up a timer synced with the sequencer.2011-02-16 18:24:00

Author:
Unknown User


I think I had this problem before. I solved it by expanding the width of the sequencer's cuircit-board by half a stripe.

So basically, you add some blank space to the end of the cuircit-board.
2011-02-16 19:33:00

Author:
Unknown User


Is your mouth at the very end of the sequencer? When the sequencer is over it leaves its marker at the very end, keeping whatever is there active - don't have anything touching the rightmost edge of the sequencer if you don't want it to be on permanently until you reset or restart the sequencer. Leave a little space before the right edge.

Resetting like Morgana mentioned is also good in many cases.
2011-02-16 19:55:00

Author:
Foofles
Posts: 2278


Lol, I was having this issue, and I had tons of space at the end, I will try the blank and the loop and see if that solves it.2011-02-16 20:04:00

Author:
celsus
Posts: 822


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.

[EDIT] Sorry this post was meant for another thread but may help here also.
2011-02-17 02:12:00

Author:
AbunaiXD
Posts: 19


Thanks so much you guys, tried most of these methods and Fuzzypaws' suggestion seems to work best - although I'll be putting all of your names in the level description as thanks .2011-02-17 11:44:00

Author:
realitybytes16
Posts: 2


I would have done the dissolve, but I deleted all that material from my level because of thermo, so I was stuck using a blank mouth at the end of each one with space after, the space alone did not seem to work for me. Also found all my mouths set to one shot caused speech bubbles that followed to not display? So set them all to on/off insequencer.

Edit: Magic Mouths take as much as dissolve, so back to LBP 1 dissolve style, Fuzzy was right. I tired putting a sensor in the sequence, but found setting the camera to ignore player, then to allow skip, and attaching the last outlet of the movie camera to the dissolve completely solves it with the least need of anything, no extra anythings.
2011-02-17 18:40:00

Author:
celsus
Posts: 822


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