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Making Sackboy spawn at a certain point.
Archive: 8 posts
Hey for my level I need the entrance gate to roll down a path and then once it reaches a certain point (a tag perhaps) the sackfolk will spawn. The issue I am having is that they seem to spawn as it is rolling and I can't figure a way around this. If anyone has a solution it will be very much appreciated. | 2011-07-12 01:45:00 Author: Captain Posts: 92 |
Have a movie camera active when the level starts. If the movie camera is active BEFORE the level starts, your sackboy will not leave the start gate until the movie camera is turned off. I would suggest using a sequencer with the movie camera extended as long as you need for the rolling animation. Instead of using a tag to make the sackboy spawn, just end the movie camera at that point. Let me know if you need any more help with movie cameras, they are tricky, the only ways to turn them off that I can think of is using a sequencer, or putting it on a block of dissolve to destroy it. | 2011-07-12 02:10:00 Author: sp0ngyraver Posts: 407 |
So I have a sequencer to start with no input as soon as it starts or what would the input be? Also thank you for responding. | 2011-07-12 02:13:00 Author: Captain Posts: 92 |
Just use a battery or a toggle switch set to on (I prefer the toggle switch due to ease of control) hooked up to the sequencer, as long as the movie camera is starts at the start of the sequencer it should work, I believe you may be able to make it hang off the edge, though I'm not sure. If the cam doesn't start right away, you can also push square on the sequencer board to force the cursor to where you want it. Also make sure the sequencer is NOT set to loop, otherwise the movie cam will keep taking over. I thought of a better way to start the camera, put it on a positional sequencer, and have it so when you start, the cursor is on the camera, then have a switch (tag or anything really with a +/-1 output) to turn the camera off. Positional sequencers are weird at first but they are good for this kind of thing. | 2011-07-12 02:48:00 Author: sp0ngyraver Posts: 407 |
A toggle on the sequencer as suggested already should be enough, just make the sequencer longer than the length of the camera otherwise it won't turn off. You could also just use a sequencer that is the length of the roll and at the end of it put a battery hooked to the spawnpoint. If the battery is at the very end of the sequencer it won't switch off once on. The sequencer would still need a toggle to make sure it was triggered. Edit: I think. Pretty sure it's the first thing I'd try. On a bus at the moment so can't check. | 2011-07-12 08:07:00 Author: Mr_Fusion Posts: 1799 |
That's a good way of doing it too. I hadn't experimented with hooking the start up to a switch either, but I suppose that would make it work perfectly. | 2011-07-12 08:49:00 Author: sp0ngyraver Posts: 407 |
I think sackboy spawns as soon as the checkpoint is in view, but I might be wrong. If I'm right, just make the level entrance hidden, and do the camera thing with a regular checkpoint. Place a battery on the sequencer before the end of the camera, and hook it to the checkpoint, it will make it active and spawn sackboy! | 2011-07-12 19:36:00 Author: Unknown User |
Dang, I forgot to check. But I do know that Sackboy wont spawn until the spawnpoint is in veiw. So Pivottt is right on the money with that. And I may be mis-remembering that you can't wire up an entrance, and was messing with a regular checkpoint. Although I'm pretty sure it was trying something like this on an Entrance. Pretty sure you can, just like you can run a wire to a scoreboard. For what I needed it didn't work; as I was trying to get it to force a spawn when not in view of the movie camera cut scene intro. Exact opposite to what you need! | 2011-07-13 13:21:00 Author: Mr_Fusion Posts: 1799 |
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