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Point and Click Item text , Help Please
Archive: 6 posts
Ok so my boyfriend and I are making a point and click game/level, Its going pretty good so far except we ran into a problem that is frustrating the both of us. We have a cursor set up that you can open and close it when you want, we used tags and tag sensors. The point of this cursor is to use it look at "items" and look at them closer for like a description. What we want it to do is, when cursor is over the item we want it to say name of the item and as soon as you take cursor off of the item the text goes away(right now the name stays on screen even when cursor not on object), We have been trying to use Magic mouths on a sequancer with keys, Then when you click examine button it tells a more detailed description of the item you have your cursor over. So I guess what our problem is , is pretty much with the timing , I think we are not using correct logic for this, we been using sequencer with magic mouths placed on them but the text either lasts to long or is to short. Sorry if this is hard to understand, its hard for me to word what I am trying to describe lol. We are ok with basic logic and decent at learning but please be newb friendly in any help<3 I could show this more what I am talking about in game if anyone wants to take a look lol | 2012-01-05 16:57:00 Author: Unknown User |
Do you want it to be a subtitle ? If so, I would place a mouth on a sequencer and set it to "subitle" in the tweak menu. Shrink the sequencer so it's as small as the mouth itself. Now set the sequencer to "positional" and wire what should set the message to it. Place a counter, set its maximum to one. Now you need a AND gate to test if player "is selecting the object" AND "is pressing the X button". Wire the AND gate to the counter. Wire the counter to the sequencer. Now you want it to stop showing the message when the player stop selecting the object, so wire that condition to the counter's reset. If that's not what you want, then I don't see, it's unclear. | 2012-01-05 17:49:00 Author: Unknown User |
ok what do you mean when you say "wire that condition" to counter's reset? | 2012-01-06 05:13:00 Author: Unknown User |
The condition being the player NOT highlighting the object. Use a NOT Gate to do that. | 2012-01-06 07:39:00 Author: Speedynutty68 Posts: 1614 |
Do you label your tags? i know tat when you push the select button you have it set to turn on a node sensor correct? you will also need another sensor node on your cursor that is ALWAYS active, maybe label it "highlight" or something, either way, then you will want a sensor that picks up when the cursor is near it, but turns off when you select it, basically you will need an AND gate set to 2 and you will need a NOT GATE. attach the AND gate to your sensor, attach the HIGHLIGHT sensor to port one of the and gate, then attach the not gate to port 2 of the and gate, then attach the sensor that picks up the select button to the not gate. Now you may have a small problem or you may not, either way if you would like a bit more help i would recommend explaining to us your logic and techniques a bit more, either way i can only give you so much. | 2012-01-06 08:48:00 Author: Tyranny68 Posts: 390 |
Stick a Magic Mouth on a chip. Stick a battery on it as well that feeds the mouth. Now, activate the chip on hover, deactivate it on unhover; a tag sensor will probably do. | 2012-01-06 15:39:00 Author: Antikris Posts: 1340 |
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