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#1

camera activation scale help

Archive: 6 posts


Alright, well I'm making a top down shooter and I wanted the camera to face the direction your aiming.
So I set the appropriate right analog direction to each camera, and set the cameras to have an activation scale input action.

This way based on the value of the right analog, it would determine how much the camera shifts, and since i had 4 cameras for each direction it worked out perfectly.

http://i6.lbp.me/img/ft/ff6f91fe02a88a765a3b29377b02f41f3547c82f.jpg

The problem is when setting cameras to activation scale it seems to void its zone settings. I set the zone as small as possible above the player, and you could still see the camera shift, even if your across the level.

However if I set the cameras to the normal "on/off" input action, the zone works perfectly and only the player in that small area can see the shifting. The problem with this is the camera shifting becomes really jagged.
( It jumps at 45 degree angles)

I assume this is some sort of bug because I dont see any reason the value system for the right analog cant be only maintained within the given zone.

I would really appreciate if anyone can help me or knows of any other method because it is a large portion of my level mechanic. Remember I would like the cameras to always work, just not be visible outside the zone. It has to always be visible for the player under it, so i cant just turn it off if the player leaves the zone because this is a multiplayer game and each player should be able to achieve his own camera movements.
2011-07-09 07:31:00

Author:
ShadowTyphoon
Posts: 80


Its a bug, Its been around for a while. I had presumed they may have attempted to fix this by now, I don't know wether it has been fixed and you are experiencing an isolated issue or wether it is indeed still a game-wide bug. Sorry I can't help you further on this.

I advise you message the OP of this thread (https://lbpcentral.lbp-hub.com/index.php?t=48551-Game-Camera-activation-scale-bugged&p=768187&viewfull=1#post768187) and see if he ever found a work around.

You should also post in this thread (https://lbpcentral.lbp-hub.com/index.php?t=44678-Lbp2-bugs-list&p=741419&viewfull=1#post741419) about the bug as there doesn't seem to be anything about game cameras regarding this specific issue yet.

Lastly, if you want to take it further check out this link (http://www.mediamolecule.com/blog/article/reporting_problems_with_littlebigplanet_2/) for further details on how to contact Media Molecule about this longstanding bug.

Cheers. Dreamer.
2011-07-09 15:28:00

Author:
Epicurean Dreamer
Posts: 224


I have no idea how your level works, but could you use movie cameras with controls enabled?

As for patches for known issues, we haven't had anything fixed since the game came out, except a patch that reduced the load screens.

So, don't hold your breathe for a fix.
2011-07-09 15:38:00

Author:
CYMBOL
Posts: 1230


If Mm bothered to fix the local cam setting then you could achieve what you want to do via one simple step, by selecting "local: yes" on the camera menu.2011-07-09 15:50:00

Author:
Ungreth
Posts: 2130


A patch for this may turn up along with the Move DLC in September.


There's at least one other thing which hasn't been mentioned so far, which won't even require you to buy the Move pack, which is that the game patch which will contain the Move DLC will (probably) also include the fix for the 'broken' Local Space option on Game Cameras, so they'll actually rotate in the right direction.
2011-07-09 15:56:00

Author:
Ayneh
Posts: 2454


yeah i assumed it was a bug, the lvl is multiplayer so a movie cam wuld not work.

I was hoping there was a work around for this.

Possibly using strength settings in combination with the cameras to achieve a smooth rotation but while the cameras r set to on/off. Ive been fiddling around with it but if anyone manages something better then 45 degree jolts between directions then it will be a great help.

thx guys.
2011-07-09 16:37:00

Author:
ShadowTyphoon
Posts: 80


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