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Confused-Camera, action, hazard trigger? (+image)
Archive: 7 posts
Hi all, I'm working on a new level and I've set up an area with a hazard to avoid. Before you get to the hazard a one-shot player sensor triggers a cut-scene that zooms in and highlights the hazard then pans back to you. Below is a pretty picture of my set-up: http://farm6.static.flickr.com/5016/5509635749_f1454dc69c_b.jpg (http://www.flickr.com/photos/littlebigdes/5509635749/) cameras-action-hazard-scene (http://www.flickr.com/photos/littlebigdes/5509635749/) by LittleBigDes (http://www.flickr.com/people/littlebigdes/), on Flickr 1. Player moves to the radius of the player sensor and triggers cut-scene (pink box image) 2. Camera goes over to the hazard that's triggered from 1-4 on a sequencer (blue box image) My question is: How do I trigger the hazards starting 1-4 (blue box image) at the same time as the player triggers the cut-scene (pink box image)? I've tried wiring up the player sensor to both and placing it on and off the circuit board and doing two different player sensors but they either don't work or one or the other is triggered instead of both in my trial and error. So far I've kept the hazard on constantly from the start of the level since I can't get it to work. Ultimately what I want to do is to start the hazard sequence and cut-scene at the same time. (Similar to how it's done on one of the Eve Asylum levels where the fire flies are crawling above you and setting the grappling areas on fire in a sequence as they pass over them. Then you have to grapple across them before they get set on fire again.) Also, when I resize the sequencer time-line to end at the exact ending of the movie camera it gets stuck on a constant cut-scene with the black bars or triggers when you enter the level. So, I made the time-line slightly longer then the duration of the cameras and added in a key-frame. Is this the correct way to do it? I'm not sure if it needs something else to make the transition smoother. | 2011-03-08 21:46:00 Author: LittleBigDes Posts: 920 |
It looks like you basically have what you need. Is that a counter with a target of 1 leading into your camera sequencer? If so, wire that to start your other sequencer as well, set it to "start playing forwards" and Loop=Yes (assuming you want it to continue forever). If you want it to stop at a certain point you could set the behavior to "On/Off" and Loop=Yes, then send a reset signal to your counter, optionally you can reset that sequencer as well. | 2011-03-08 22:15:00 Author: Osprey71 Posts: 93 |
Is that a counter with a target of 1 leading into your camera sequencer? If so, wire that to start your other sequencer as well... Yes it's a counter set to 1. I didn't think about wiring up the counter, I'll give it a go tomorrow. I used a counter so that the cut-scene only plays once. But, I want the hazards to continue so that already set to loop. Any tips or know hows about my second part? About ending the cut-scene and a smoother transition? I read somewhere about putting a game ender on the sequencer under the movie camera but I don't think that applies to my situation. | 2011-03-08 23:53:00 Author: LittleBigDes Posts: 920 |
Any tips or know hows about my second part? About ending the cut-scene and a smoother transition? I read somewhere about putting a game ender on the sequencer under the movie camera but I don't think that applies to my situation. I haven't had much experience with the new camera tools in LBP2 so I thought I'd leave that for someone else. Extending the sequencer seems like the right approach to end the cut-scene. Without seeing the results you are getting it is difficult to suggest anything better. I do know that the amount of overlap between cameras designates the transition period. With both cameras ending at the same time it seems like the cut-scene would end just after the transition happens which seems a bit odd unless that camera exactly lines up with the game camera. If it doesn't I'd suggest shifting the transition earlier or extending the length of the second camera. Again though, hard to say without seeing what the desired effect is. | 2011-03-09 00:22:00 Author: Osprey71 Posts: 93 |
99% sorted now instead of wiring up the counter to the next sequencer for the hazards, I wired up the player sensor to both the hazard sequencer and the cut-scene camera on the other sequencer. They both trigger perfectly now. ONLY PROBLEM now is that the hazard sequencer gets stuck 3/4 of the way in the loop for no reason at all. Seems to be a bug. As it worked before and I played it a few times then all of a sudden on another play through it just got stuck and keeps getting stuck in each play through. Anyone else having bugs with cameras on sequencers? Anyone have any suggestions of how to fix this? | 2011-03-11 18:19:00 Author: LittleBigDes Posts: 920 |
99% sorted now instead of wiring up the counter to the next sequencer for the hazards, I wired up the player sensor to both the hazard sequencer and the cut-scene camera on the other sequencer. They both trigger perfectly now. ONLY PROBLEM now is that the hazard sequencer gets stuck 3/4 of the way in the loop for no reason at all. Seems to be a bug. As it worked before and I played it a few times then all of a sudden on another play through it just got stuck and keeps getting stuck in each play through. Anyone else having bugs with cameras on sequencers? Anyone have any suggestions of how to fix this? What is the hazard sequencer's input set to? Is it "Start playing forward"?? | 2011-03-11 18:45:00 Author: Shanghaidilly Posts: 153 |
Yeap, just checked it's set to 'Start playing forwards'. Now when I enter play mode it triggers as soon as I start the level instead of when I'm within the radius of the player sensor? That's even after I've reset everything. Strange, I think I need to do more tweaking to it. UPDATE: Changed it to 'Start/stop' and it seems to work in the 1st play through. All ok now but I'll obviously will be testing more as I progress with the level to make sure everything is 'A' ok. | 2011-03-11 19:05:00 Author: LittleBigDes Posts: 920 |
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