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Magic Mouth Query

Archive: 17 posts


Did a search, couldn't find the answer I'm looking for... I'm hoping for a quick answer, as the problem seems simple enough;

I have a magic mouth with a bit of recorded voice on it - it is being triggered by a player sensor.
No matter what options I choose, the player always has the ability to press 'Circle' and cancel the speech.
I've tried just about everything I can think of - disabled player controls - even sat the player in a control seat with nothing assigned etc - but they are always able to cancel the speech?!

I would like to completely disable this option - Anyone know how?
2011-06-21 11:48:00

Author:
Macnme
Posts: 1970


Stuck it on a sequencer yet?2011-06-21 12:16:00

Author:
Antikris
Posts: 1340


Hey there.

If you place the magic mouth on a sequencer and then set it to show subtitles then set the movie camera option within the magic mouth to show whatever is doing the talking i believe the player will not be able to cancel it.
2011-06-21 12:19:00

Author:
Lordwarblade
Posts: 761


The Magic Mouth is attached to a character - it's part of the character design. Moving it to the sequencer would leave him mouthless

Is there no other way other than use the sequencer?

It's just that there is already a sequencer and camera running at the same time the magic mouth will be doing the talking?
2011-06-21 12:38:00

Author:
Macnme
Posts: 1970


I assume the character is a sackbot, correct? Give him an actor name, and make the same name for the magic mouth, that'd probably work for a sequencer. Did you try setting it to one shot as the input action?2011-06-21 12:43:00

Author:
Unknown User


If the above isn't the case, and you're dealing with a custom made character rather than a sackbot - have you tried activating the magic mouth with a battery from the sequencer (set to the required length) rather than a player sensor? I suppose this depends on a few factors like if you're allowing players to move during this sequence (which I can only assume you are as you are using a player sensor)...

Hmm... these magic mouths really don't give enough options for custom characters do they?
2011-06-21 12:47:00

Author:
rialrees
Posts: 1015


Right...
It's a Custom Character - the mouth is activated by a battery from a sequencer, which itself is activated by a player sensor (which is activated as soon as the player enters the level, enters a control seat and has ALL controls disabled)....

... and still they can just press Circle and cancel the Speech.

Why is it 'I' always manage to find these annoying restrictions when-ever I'm trying to create something that should be relatively simple?!
2011-06-21 13:00:00

Author:
Macnme
Posts: 1970


Ah I see. Well that's my suggestion up in flames then lol! Sorry! Have a cookie. 2011-06-21 13:03:00

Author:
rialrees
Posts: 1015


Right...
It's a Custom Character - the mouth is activated by a battery from a sequencer, which itself is activated by a player sensor (which is activated as soon as the player enters the level, enters a control seat and has ALL controls disabled)....and already has a camera placed on the sequencer at that point

... and still they can just press Circle and cancel the Speech.

Why is it 'I' always manage to find these annoying restrictions when-ever I'm trying to create something that should be relatively simple?!
2011-06-21 13:06:00

Author:
Macnme
Posts: 1970


It MAY and I stress MAAAY be due to the VO. See, on a sequencer, I have noticed the magic mouth changes in its basic operation when it has a recorded voice on it. This may be another anomaly associated with the recording. Say if someone said something vulgar in a recording, the system couldnt moderate it very easily, so it lets the player cancel no matter what. IDK. I'm not Mm. Just an idea.2011-06-21 13:20:00

Author:
poorjack
Posts: 1806


So you guys reckon if I replace the battery/camera with the actual Magic Mouth itself, then that should at least disable the option to cancel the speech?

It'd ruin the look of my custom character though... can you have a Magic Mouth with voice recording running at the same time as another Magic Mouth?
2011-06-21 13:53:00

Author:
Macnme
Posts: 1970


SOLUTION (potential) Are you testing it in create mode? In create mode, disable controller is turned off. Just saying.2011-06-21 14:01:00

Author:
poorjack
Posts: 1806


SOLUTION (potential) Are you testing it in create mode? In create mode, disable controller is turned off. Just saying.

Possibly - possibly.
I think I may well have been testing in create mode, though I'm also half certain that I was testing in both... will need to double check that,

Cheers for the advice so far guys
2011-06-21 14:19:00

Author:
Macnme
Posts: 1970


I had this problem last night, and it was fixed by switching to play mode... so yeah.2011-06-21 14:20:00

Author:
poorjack
Posts: 1806


You could just put the mouth on the sequencer like everon has been suggesting, but have another mouth where you want it but just have that one for show2011-06-21 17:12:00

Author:
fighterwindplus
Posts: 403


I'd suggest now just haveing a movie camera set to disable controler to play at the same time the mouth is speaking it should work as the csamera will stop any buttons being pressed.2011-06-21 17:31:00

Author:
Lordwarblade
Posts: 761


So, as it happens, I was testing from Play mode... and despite having the controller disabled via a seperate camera - they were still able to cancel the speech with 'circle';
Think this needs to go on Get Satisfaction.

In the end I had to remove the current camera - copy the mouth onto the sequencer - replaced the camera with a magic mouth cut-scene and left an empty/dummy mouth on the custom character.
It means that the Custom Character no longer mouths along to the recorded speech, which is a bit annoying.... but at least the players can't cancel the speech midway through now.


Consider this worked around (though not fully resolved)
2011-06-22 11:58:00

Author:
Macnme
Posts: 1970


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