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Player Tracking / Controllinator
Archive: 2 posts
I'm making a level for PS MOVE and am using a cursor, the player (in the controllinator) can switch between 4 default camera angles by pressing the move button, so there's always one of these cameras in use. the problem I'm having is that whenever the player triggers an external camera (a temporary one) and exits its angle by pressing circle the game starts tracking the player and zooms on the player when it locates him and it takes like 10 seconds before it locks back into place (default camera) does anyone know how to fix this? the worst is that it didn't use to do that an that this doesn't happen with all of the external cameras. i made sure that the player is always in the zone of the camera and that all options were set to no player tracking, so i really don't know how to fix it, please help? | 2011-12-22 10:33:00 Author: Unknown User |
I'm not sure I fully understand the problem you're having, but how exactly do you exit the external camera? If you exit it by tweaking it to "skippable" and you press circle, the game literally skips that scene, causing no cameras to be active anymore. That way the game just follows the sackboy as it normally would. If the camera is not set to "skippable", you can connect the circle button on the controlinator to one of your four default cameras. By doing that everything should work, I think. | 2011-12-22 13:29:00 Author: Unknown User |
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