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Move level camera question

Archive: 8 posts


I'm making a level where the gameplay is 100% stationary. The player just has to move pieces with the cursor. How can I make it so the player (sacboy) isn't visible? I just want the camera pointing at a square shaped board and they just see the cursor.

Also, since the player has to sit in a Moveinator to use the cursor, how do I automatically put the player in the Moveinator at the start of the level?

I apologize for asking a lot of questions, but I'm having a hard time wrapping my head around the Move logic.
2012-06-21 20:09:00

Author:
SirGreenDay
Posts: 144


to have the player invisible, you'd put the control seat on a piece of hologram with the brightness set at zero. set the controllinator to auto enter and NOT VISIBLE IN PLAY MODE and make the radius encompass the start point. He'll enter the seat immediately upon spawning. Kind of looks ugly though. But that can be hidden behind stuff.2012-06-21 20:34:00

Author:
biorogue
Posts: 8424


to have the player invisible, you'd put the control seat on a piece of hologram with the brightness set at zero. set the controllinator to auto enter and NOT VISIBLE IN PLAY MODE and make the radius encompass the start point. He'll enter the seat immediately upon spawning. Kind of looks ugly though. But that can be hidden behind stuff.

Unm, why do I use a Controlinator? Shouldn't I use the Movinator? Also, that doesn't address the camera. I need the camera to point at the game board, a fixed spot.
2012-06-21 22:19:00

Author:
SirGreenDay
Posts: 144


Unm, why do I use a Controlinator? Shouldn't I use the Movinator? Also, that doesn't address the camera. I need the camera to point at the game board, a fixed spot.

Controllinator and Movinator have the same properties, use which ever you choose. As for the camera, you'll want to wire the active output from your controllinator/movinator (the circle in the middle where the ps button should be) through a one shot gate (a counter with target 1 and wired into its own reset) and into a movie camera with infinite hold time. Once you no longer want to see the camera's view, activate another movie camera with 0 hold time.
2012-06-21 22:47:00

Author:
PGdafrog
Posts: 277


I tried wiring a game camera to the Movinator's output but when I go into play mode the camera doesn't go where I set it to be. I made sure player tracing is 0. A movie camera works, but then I have the black bars plus everything is "frozen ".2012-06-21 22:49:00

Author:
SirGreenDay
Posts: 144


Controllinator and Movinator have the same properties, use which ever you choose. As for the camera, you'll want to wire the active output from your controllinator/movinator (the circle in the middle where the ps button should be) through a one shot gate (a counter with target 1 and wired into its own reset) and into a movie camera with infinite hold time. Once you no longer want to see the camera's view, activate another movie camera with 0 hold time.

Same problem. Still have black bars and the level is frozen. The cursor doesn't even appear.
2012-06-22 01:44:00

Author:
SirGreenDay
Posts: 144


I used a timer set to 0.1 and it works great. Thanks.

Since I have your attention... I want a "ding" to sound when the player grabs a piece. I have a Tag wired to the Trigger on the Moveinator and on each pieces microchip I have a sound object wired to the same Trigger tags, tag sensor, but its not working. Am I missing something?
2012-06-22 02:05:00

Author:
SirGreenDay
Posts: 144


I used a timer set to 0.1 and it works great. Thanks.

Since I have your attention... I want a "ding" to sound when the player grabs a piece. I have a Tag wired to the Trigger on the Moveinator and on each pieces microchip I have a sound object wired to the same Trigger tags, tag sensor, but its not working. Am I missing something?

Try setting 'position sound' to 'no'. If you've already done that or it didn't work, could you post a pic of the logic so that I can check everything is hooked up correctly?
2012-06-22 10:08:00

Author:
PGdafrog
Posts: 277


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