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controlinator not working in play mode
Archive: 11 posts
I have a controlinator that you enter automatically when you enter the level. You can't see that because there is a movie camera showing something else. Everything works fine in edit mode but when I go into play mode the controlinator doesn't work. I tried moving the camera so that I am in view and when I do that it works fine, but not when the camera is showing away from the player. I'm stumped. | 2011-03-17 05:43:00 Author: riverad08 Posts: 104 |
Try using a movie camera? | 2011-03-17 12:04:00 Author: fireblitz95 Posts: 2018 |
Did you not notice that I mentioned that I'm using a movie camera? Oh, and If you are wondering, I have the option in the movie camera for disable controler set to off. | 2011-03-17 13:21:00 Author: riverad08 Posts: 104 |
How are you activating the movie camera? With a battery? Or by player presence/Controlinator activation? | 2011-03-17 13:25:00 Author: Antikris Posts: 1340 |
Everything works fine in edit mode but when I go into play mode the controlinator doesn't work. I tried moving the camera so that I am in view and when I do that it works fine, but not when the camera is showing away from the player. I'm stumped. The Controlinator doesn't work because the Sackperson isn't entering it, and the Sackperson isn't entering it because they're not even spawning. A Sackperson will not spawn, either at the beginning of a level, or after dying, if there's no spawnpoint within the camera view. The spawnpoint doesn't technically have to be visible (you can hide it behind something else), but it does have to within the view of whatever camera is active when the level begins. | 2011-03-17 17:42:00 Author: Aya042 Posts: 2870 |
Oh I think I know how to do this, put a sensor switch on the controllinator then whenever you are spawned it won't activate until your sack person enters the level | 2011-03-17 22:39:00 Author: fireblitz95 Posts: 2018 |
The Controlinator doesn't work because the Sackperson isn't entering it, and the Sackperson isn't entering it because they're not even spawning. A Sackperson will not spawn, either at the beginning of a level, or after dying, if there's no spawnpoint within the camera view. The spawnpoint doesn't technically have to be visible (you can hide it behind something else), but it does have to within the view of whatever camera is active when the level begins. Ok, I didn't know that. Here's my next question. Is there a way to silence the spawn noise when you enter the level? And also the noise of entering the controlinator? | 2011-03-17 23:30:00 Author: riverad08 Posts: 104 |
Well I would say use the global audio tweaker, located in the tools section. | 2011-03-18 00:13:00 Author: fireblitz95 Posts: 2018 |
I tried that and I can still hear the spawning sound. | 2011-03-18 00:17:00 Author: riverad08 Posts: 104 |
I tried that and I can still hear the spawning sound. The initial 'whoosh', right? But probably not the sound of a checkpoint opening and a sackboy popping out. | 2011-03-18 09:46:00 Author: Antikris Posts: 1340 |
The initial 'whoosh', right? But probably not the sound of a checkpoint opening and a sackboy popping out. I think both the 'whoosh' and the checkpoint spawn noise are both positional sounds, so if you can't disable both using global audio settings, it might be possible to eliminate them by emitting the entrance in an extreme background layer. | 2011-03-18 11:46:00 Author: Aya042 Posts: 2870 |
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