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#1

Game Camera focusing issue

Archive: 6 posts


I'm making a racing level and your sackboy follows the vehicles around on an invisible bit of holo with a controlinator attached, the controlinator output is fed into an AND gate which then feeds into the game camera. The game camera is set with its center on the sackboy and settings of local space set to no, player tracking set to 0% and require all players no.

The issue is that it works perfectly when only one player is present, though when any other player enters the screen the camera adjusts to accommodate them. This happens online, not just in local play. Being that it's a racing game the player in front is effectively penalised for being in first as the camera will move back a little to fit the player behind in meaning you have less reaction time to what obstacles come your way.

I'm pretty sure this doesn't happen on other racing games, so why is it on mine? Why does the camera move to accommodate other players even though I have player tracking set to 0%?

Does anyone have a solution, or know if I have any wrong settings?
2011-08-29 18:39:00

Author:
Xaif
Posts: 365


What you have to do is have differnt camera's for each player. Simply put it on the cart or car or whatever and it shoukd work...2011-08-29 18:42:00

Author:
Undarivik
Posts: 442


I do have seperate ones, the cameras follow the correct player. But when another player enters it will adjust slightly, maybe I should stress that it's slight, it doesn't jump to the point equidistant from the two players, it still predominantly tracks the player it should. But it moves enough to be a detriment to the player in front.2011-08-29 18:49:00

Author:
Xaif
Posts: 365


Maybe the camera activation zones are large enough that more than one player is within a camera's zone, so the camera is accommodating both players?2011-08-29 19:29:00

Author:
Dr C
Posts: 122


Would that make a difference though seeing as how player tracking is at zero and all the activation zone does is, well, activate the camera? It's an interesting thought though, the zones are quite large so this sounds like it would solve the problem. Only thing is that I don't understand why it would lol.

If this IS the reason the camera is doing what it is, it's an easy fix because when another player enters the zone they'd be so close to each other anyway that the refocusing would be negligible. The more I think about it this does sound like the solution.
2011-08-29 19:36:00

Author:
Xaif
Posts: 365


Would that make a difference though seeing as how player tracking is at zero and all the activation zone does is, well, activate the camera?

Yep, because it would mean each player is within two camera zones, so two cameras are active for them.
2011-08-29 20:01:00

Author:
Dr C
Posts: 122


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