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#1

Confining a Reticle in a Moving Border?

Archive: 6 posts


So I've been chopping away at the things I need to do to finish my space rpg, but there is one recurring issue, the reticle.

The setup I use to create the viewpoint of the player is quite complex, so I'll do my best to describe how it works.

There are 6 different views that the player can select. They each use a different game camera, and each is specific to the player (so I can have 4 players at once with their own customized screens).

The player can upgrade their optical sensory devices to improve their view range.

No upgrades = Smallest View
...
5th Upgrade = Largest View

For each camera activated, a tag specific to the player is activated as well. This activates 4 tags surrounding the view of that camera's range.

Using the impact sensors to limit reticle movement, I can stop the reticle from moving outside of the camera view.....but this only works when the player isn't moving. If the cursor is kept still, the player can move away from it without it following.

My solution was to activate a mover to send the reticle back towards the player, but this produces a very horrible looking bouncing effect when the player continues trying to send the reticle back towards the edge.

Another thing to keep in mind is that the player can upgrade their movement speed.

One of the alternative methods I used to fix this was to add together the movement signal from the players left stick with the reticle movement of the right stick. I have only recently tried this, so I'll likely have a try at this alternative method again. I'd divide the strength of the player movement, so the reticle would always move faster than the player. I'll post my results.

Could someone please post a solution if they know how to prevent the bounce effect while retaining the movement capabilities of the player and reticle.

EDIT: Changed all "reticule" to "reticle". Funny, never even knew there was a difference.
2011-03-24 03:38:00

Author:
SSTAGG1
Posts: 1136


A reticule is a ladies' purse or a (the thing you're talking about), while a reticle is only the thing you're talking about and cannot be misinterpreted as a ladies' purse. I lol'd.

Anyway.

What I did to lessen the effect was create a 'fake' object that moves at full speed to follow the desired camera position, while the camera-holding object follows that fake object at a slower speed with lowish acceleration. The fake, quick object will bounce wildly, but the camera holder will ease its way to the fake thing's average position. Takes a bit of tweaking but has worked pretty well for me so far.
2011-03-24 07:09:00

Author:
Loius
Posts: 342


Wow. That's brilliant. That should work perfectly. That's fantastic. That's......(continue rambling praise)...........

I think what I'll do is set a destination for the cursor with one holo (the one you move with the right stick) and allow it to bounce off the edge, and make the following reticle be bound by the border (like the normal non moving screen). This should reduce the bounce by a lot, while maintaining the moving border.

Also, didn't realize there was even a difference in spelling. Well, 'Now I Know'.
2011-03-24 07:52:00

Author:
SSTAGG1
Posts: 1136


And knowing is half the battle!

Anyway, glad to be of help.
2011-03-25 03:46:00

Author:
Loius
Posts: 342


Just made this. I decided to change it a bit and have 3 independent pieces.

The moving piece (moved directly by DCS), the cursor (indicates where player is aiming, follows the mover), and the reticle (where the player actually aims at, follows cursor). It works perfectly.

Now the bounce is almost completely removed.
2011-03-25 04:40:00

Author:
SSTAGG1
Posts: 1136


I feel reticule is more accurate than reticle because it brings it in line with words like graticule, reticulate and ocular. There's probably a common Latin/Greek/French/German root for all of them which is bound to contain a u and British English has a propensity to use the letter u anyway sorry I love stuff like that so I couldn't help myself~

I was going to say you could use tags with strength settings to avoid any jitter but it looks like you've got it sorted!
2011-03-25 05:05:00

Author:
Ayneh
Posts: 2454


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