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Skippable cutscenes
Archive: 11 posts
This is probably a really stupid question but what determines if a cutscene is skippable or not? I was told I have I have way too much unskippable dialogue at the beginning of my pirate level but the cutscenes use sequencers and it greys the skippable cutscene option out. I could wire them from cam to cam with the the same hold/transition lengths as the mouths but whats the point of the sequencer if i have to do it that way. I can do logic in my sleep but Im trying to add more polish to my levels by using more actors/animations and such but especially when I play them 50+ times before posting I dont want to sit through this stuff everytime either. Would also like to know what takes away the subtitle option on a mouth so I can stop using that as well. Id like the characters to talk but sometimes have a "narrator" or something chime in with additional words in subtitle form but with the way I wire it up sometimes it doesnt work. Here's my pirate level if you want to see what Im talking about, I dont think its too much but you know, im a little biased. A Pirate's Tale (http://lbp.me/v/czdqym) | 2012-07-23 21:32:00 Author: Unknown User |
I always wire movie cameras to eachother if i want a movie to be skippable. It will then skip over all the movie cameras that are skippable when you press O. A sequencer is not programmed to skip parts, so it won't work there. Maybe you can work around it by using a controllinator that deactivates the sequencer, (or makes it move really fast, to the end) but it might just mess up stuff. | 2012-07-23 23:51:00 Author: Deurklink1 Posts: 346 |
Ok, well I do like what Deurklink1 had said. Although If you really wanted, you could make it to where, the sequencer, would reset with a button prompt. Put it in a microchip and then set the microchip to de-activate once it was reset. Just make sure that the conditions for the sequencer working were not applicable, to prevent it from playing again. | 2012-07-24 00:22:00 Author: Archon453 Posts: 142 |
I always use a controllinator, and set the button you want to a NOT Gate with that hooked up to a sequencer. Be sure to have the controllinator set at the entrance of the level, and the skip button to eject the player so it looks as if the sackperson spawned. | 2012-07-25 17:29:00 Author: Unknown User |
I've done two skippable cutscenes now that use sequencers. It took a bit of figuring out to get it to work right the first time but it wasn't bad. I MUCH prefer using sequencers for movie cameras over wiring them together as I just find it easier to work with and it allows for a greater degree of control overall. What I do is have the player spawn into an invisible controlinator that has the 'O' button wired to a timer. Change the description of the 'O' button in the controlinator to "Hold to skip". The timer is set to forwards/backwards with a target time of 1 second, and the output of the timer goes to the reset input of my sequencers. From here it gets tricky, as you also need to use that output to trigger all of the other things the sequencer would have done for you during the cutscene, such as emit objects, set up the level for gameplay, eject the player from the controlinator, etc. Once you get it all set up it works pretty nicely. You still get to use sequencers with additional complex logic and can still cancel with 'O'. Pretty clean. Check out my level In Space No One Can Hear You Snore (http://lbp.me/v/-pgr-s) to see how the finished product works. | 2012-07-25 19:12:00 Author: Taffey Posts: 3187 |
I'm just speculating, never actually tried it, but could you maybe use the postional setting on the sequencer to allow the player to skip to the next scene? | 2012-07-26 11:33:00 Author: Ungreth Posts: 2130 |
I'm just speculating, never actually tried it, but could you maybe use the postional setting on the sequencer to allow the player to skip to the next scene? It'd probably be easier to have it skip to the next sequencer. Selector, wired to sequencers, etcetera. | 2012-07-26 11:58:00 Author: Antikris Posts: 1340 |
If you're not using sackbots as avatars, then try triggering the skip via a 'receive from nearest player' controllinator which is rigged to the sequencer reset. It can get a bit sloppy reverting back to the gamecam if your cutscenes take place away from the player, but it works well enough. | 2012-07-27 00:44:00 Author: julesyjules Posts: 1156 |
If you're not using sackbots as avatars, then try triggering the skip via a 'receive from nearest player' controllinator which is rigged to the sequencer reset. It can get a bit sloppy reverting back to the gamecam if your cutscenes take place away from the player, but it works well enough. How do you fix it when the gamecam gets stuck? That's exactly what's happening to me now. | 2013-04-29 06:00:00 Author: vitamin_arrr Posts: 10 |
When the player tries to skip the scene? Not sure. Put your sequencer chip on a panel of holo or sticker, and when the player skips the scene, rig it so it destroys the sequencer as well. That might help with any camera confliction. | 2013-04-29 10:52:00 Author: julesyjules Posts: 1156 |
What I've done is to use a camera that wasn't placed on a sequencer so that the player has the option to hit the O button to exit. Since the camera was on at the beginning of the level, the players hadn't spawned yet, but clicking the skip button immediately spawned the players. Once my player sensor detected any players, it would immediately change the lighting and destroy the object with the cutscene logic so the game could start. I've only done it with a single camera cutscene, but it should work with multi-camera ones as well. Instead of placing the cameras on the sequencer, place batteries on it and tie them to the cameras. That will let you keep the option to hit the O button to exit the camera. Overlap the batteries a bit on the sequencer so the player doesn't get a chance to spawn during transitions and hook a player sensor to a destroyer that will eliminate your cutscene logic. | 2013-05-01 14:17:00 Author: Sehven Posts: 2188 |
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