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sequencer play once??
Archive: 12 posts
hey i'm working on the next installment of my series " into the shadows " https://lbpcentral.lbp-hub.com/index.php?t=58258-Into-The-Shadows-The-Beginning i have a couple cutscenes during the level and what i want to know is how do you get them to play just the one time?? ive used a sequencer for the movie camera's. there is no option for play once. so if anyone knows please tell... i want it so as you walk into the radius, it plays the movie/cutscene, it ends...and you carry on with the mission but what if the player decides to go back for whatever reason...once they walk into the trigger radius it just activates again. how do i stop this | 2011-06-22 16:00:00 Author: wolfy_616 Posts: 202 |
Stick a 1-shot counter in between it. | 2011-06-22 16:09:00 Author: Antikris Posts: 1340 |
where? you mean on the actual sequencer circuit board? and where exactly would i put it lol | 2011-06-22 16:15:00 Author: wolfy_616 Posts: 202 |
This may make it easier for you: http://farm6.static.flickr.com/5016/5509635749_f1454dc69c_z.jpg (http://www.flickr.com/photos/littlebigdes/5509635749/) In the pink outlined box I have a counter set to count to 1 which is triggered by a player sensor. This then sets off the sequncer with my movie cameras on it, to start playing. Since the counter is set to 1 it will only play once. Give it a go and let me know how you get on. | 2011-06-22 16:19:00 Author: LittleBigDes Posts: 920 |
ah thanx man i appreciate it. picture helps. i was thinking something along those lines but i wanted to make sure first. im going to do that in a bit. so it will work just the one time yeah? so even if you walk back into the player sensors radius, it won't trigger it again? | 2011-06-22 16:22:00 Author: wolfy_616 Posts: 202 |
where? you mean on the actual sequencer circuit board? and where exactly would i put it lol Let me explain it to you. 1: Take A counter set to count to 1. 2: take a player sensor. 3: take your sequencer. 4: take a micro chip. Now put the sequencer on the micro chip. connect the Counter to the start playing forwards input on the sequencer. next connect the player sensor to the input on the Counter. there, Your done. *mew Edit: Oops, I was to late. Got beat to the punch. | 2011-06-22 16:23:00 Author: Lord-Dreamerz Posts: 4261 |
Ha ha nevermind. It should work as I use it all the time to trigger cutscenes and events/hazards in the level I'm currently working on. UPDATE: If you're testing it out in create mode, make sure you test it then rewind and reset the counter to zero, in the counter settings so it will trigger again in play and create mode. If you leave it on 1 it won't trigger or play again. | 2011-06-22 16:26:00 Author: LittleBigDes Posts: 920 |
well you both been helpful...is the microchip actually needed? | 2011-06-22 16:27:00 Author: wolfy_616 Posts: 202 |
well you both been helpful...is the microchip actually needed? For some reason the counter on it's own surface cannot be made invisible in play mode. The only way round it is to place it on a microchip since these can be made invisible in play mode. Also, keeps everything tidy. I had my counter hooked up to over a dozen different things and it was visible yesterday until I placed it on a microchip. May be I just missed a setting on it? | 2011-06-22 16:31:00 Author: LittleBigDes Posts: 920 |
well you both been helpful...is the microchip actually needed? No but it's easy and better to do so. | 2011-06-22 16:32:00 Author: Lord-Dreamerz Posts: 4261 |
alright cool. thanx alot guys. i can get back to work now lol. i hate when things slow me down | 2011-06-22 16:35:00 Author: wolfy_616 Posts: 202 |
Whenever you want anything to only activate once, use the counter as described by the above people. Remember that you can also attach something to the reset of the counter, which is useful if you want it so the action (whatever the counter is attached to) can occur again after a certain event. | 2011-06-22 16:37:00 Author: Ali_Star Posts: 4085 |
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