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LittleBIG assistance with Mcameras please!

Archive: 1 post


Hey LBPC Community!

I'm working on a rather large and complex system (or sackbot I guess but its more than that).
You can see a small, early stage sample of it here:
https://lbpcentral.lbp-hub.com/index.php?t=48649-J.A.C.E-Parkour-engine-sackbot.&highlight=Parkour
Anyway, if you checked the link you can see it's based on Assassin's creed.

In the Assassin's creed Franchise, there has always been 'Synchronisation points', a large tower in which the player climbs and then stands on an Eagle's lookout perch at the top. They then perform a leap of faith..

I've recreated such a thing in LBP that works lovely . Only problem is the cameras... Here's the run-down:
The player activates the sequence Sync+LOF LEFT or Sync+LOF RIGHT. This then zooms out the furthest way possible to show the whole area. Here's a diagram of what how it is in the attempts..
http://farm6.static.flickr.com/5136/5455332359_f9b7f48172.jpg
http://farm6.static.flickr.com/5098/5455944346_3209ce3e1d.jpg
http://farm6.static.flickr.com/5214/5455332459_d25e302cce.jpg

Those are the simple methods I've tried.. I've used more timers etc to try and get this to work but the main problem is... Once the normal cam on the timeline has been played, the camera jumps back to the Actual player, not the sackbot, and then it moves to the sackbot..
I realized this and took out 'Normal camera' on the timeline, thinking that might fix it. That didn't either...
Overlapping the battery or the normal camera at the end of the sequencer keeps the normal camera, which is fine but then its always on.. Which means when I go into play mode.. I cant spawn unless the entrance is on screen next to the Sackbot.

I want to be able to spawn with the normal ingame camera on the sackboy, and then when he jumps into the controlinator, the camera changes (which it does) to the sackbot, then when the sackbot uses the Synchronisation, the camera zooms out and shows the area whilst the sackbot looks around, he then jumps off (Leap of Faith) and the camera zooms back into him as he jumps (done this too). But when the camera zooms back into him, its only temporary, after a few seconds it goes back to the player... then for some reason pans back to the sackbot... Its like the camera wont stay activated until the sequencer has finished then normal camera 2 will activate..

In general, if you can understand this.. I want a Movie camera in a sequencer to connect to Movie camera on controlinator reciever without showing the actual player (APART FROM THE BEGINNING, THE PLAYER NEEDS TO SPAWN!)

EDIT!!!

Doesnt matter, I've figured it out.. I emit the sackbot on Controlinator entry, it wont have any camera conflictions, unless anyone can suggest anything else or something I could add to the system.. No need to reply thanks

-Currently completed:
High and Low profile
Tackle
Assassin Recruits (70% Going to try and add pole swing for them also.)
Wall Climb
Ledge Climb and leap
Pole swing (with flip)
Eagle vision
Landscape Damage
Health bar
Landing sounds
Please note.. These arent all just.. Tag and basic movers.. These are compiled of many sequencers and complex logic.. Thanks
2011-02-18 12:10:00

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