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Separate 'Local Space' Cameras for each player.
Archive: 17 posts
Okay, this is my problem: I made a top-down level in which players drive cars around, and each player's car has a 'Local Space' camera so that their car is always driving towards the top of their screen. However, when 2 cars get too close to each other, it messes up their cameras because the players are in the zone of both cameras. I 'fixed' this by making the zone so small that it's not bigger than the car itself. However, I'm now making a new level using those same cars, but this new level has the player's cars constantly switching layers, and I actually wanted to use some bridges too. Due to this players will often drive over each other, meaning that it's impossible to make the zone of their cameras small enough to stop messing each other up. So my question: Is there any way to bind a camera to a specific player, making it completely impossible for the camera to affect any other player? | 2013-11-04 19:33:00 Author: Elifia Kamigawa Posts: 35 |
Okay, this is my problem: I made a top-down level in which players drive cars around, and each player's car has a 'Local Space' camera so that their car is always driving towards the top of their screen. However, when 2 cars get too close to each other, it messes up their cameras because the players are in the zone of both cameras. I 'fixed' this by making the zone so small that it's not bigger than the car itself. However, I'm now making a new level using those same cars, but this new level has the player's cars constantly switching layers, and I actually wanted to use some bridges too. Due to this players will often drive over each other, meaning that it's impossible to make the zone of their cameras small enough to stop messing each other up. So my question: Is there any way to bind a camera to a specific player, making it completely impossible for the camera to affect any other player? Hmm, perhaps you should make the zone smaller, and make it fit about the car instead, so the zone borders the car. | 2013-11-05 13:09:00 Author: Darthvadre11 Posts: 134 |
Hmm, perhaps you should make the zone smaller, and make it fit about the car instead, so the zone borders the car. Uhm, I don't think you read my post correctly, because it explicitly states that I already did this and that it no longer works because the cars drive over each other. I need to make them have completely separate cameras even if they share the exact same X and Y coordinates, with only the layer they're on being different. | 2013-11-05 13:29:00 Author: Elifia Kamigawa Posts: 35 |
Try having it triggered by a Player Sensor with "On same layer" set to yes. | 2013-11-05 14:25:00 Author: Robo4900 Posts: 409 |
Try having it triggered by a Player Sensor with "On same layer" set to yes. Nope, that didn't work either. Neither did using the 'active' output of the controlinator. Unfortunately it seems like the inputs for the camera only turn the camera on, they do not override the trigger zone. | 2013-11-05 14:37:00 Author: Elifia Kamigawa Posts: 35 |
I don't work with cameras much but is there a way to make the camera zone fixed even if the camera is moving? For example, usually if a camera moves 2 units to the right, the zone also moves 2 units to the right. If the zone is fixed, (independent of the camera) the camera can move 2 units to the right and the zone will not move at all. If this is possible you can just stick a camera to each car and set the cameras zone to be at some other place in the level, then simply have the player control the car from that place in your level. If there is no option like this for the cameras you can still use the same method as above but the size of the zone for each player would have to be a square with sides of length slightly larger than half the length of your play area (where the cars drive). You will also need to have each player separated from each other by that same distance (a little more than half the length of your play area). To explain why this is necessary lets say your play area is a square with sides of length 50 units. Lets say that the player is controlling the car from some other point (not attached to the car) in the level and when the car is in the middle of the level, the player is in the middle of the camera zone. If my car is in the middle of that play area, it can drive 25 units to the right or 25 units to the left and thus the camera zone will also move 25 units to the right/left, respectively. Making my camera zone slightly larger than 25 units ensures that the player will always be within the camera zone. Separating each player by slightly more than the camera zone length ensures that any particular camera zone will not contain more than one player. This isn't a great solution because obviously with a very large playing area it would be almost impossible to accurately size your camera zones etc. It also falls short if you intend to have a playing area greater than half the size of your level because at that point the camera zones could contain multiple players. If you're not concerned with those issues and you can manage to tweak your cameras accurately enough then this should work for you. Hope it helps. | 2013-11-05 18:23:00 Author: Seku Posts: 65 |
I don't work with cameras much but is there a way to make the camera zone fixed even if the camera is moving? For example, usually if a camera moves 2 units to the right, the zone also moves 2 units to the right. If the zone is fixed, (independent of the camera) the camera can move 2 units to the right and the zone will not move at all. If this is possible you can just stick a camera to each car and set the cameras zone to be at some other place in the level, then simply have the player control the car from that place in your level. If there is no option like this for the cameras you can still use the same method as above but the size of the zone for each player would have to be a square with sides of length slightly larger than half the length of your play area (where the cars drive). You will also need to have each player separated from each other by that same distance (a little more than half the length of your play area). To explain why this is necessary lets say your play area is a square with sides of length 50 units. Lets say that the player is controlling the car from some other point (not attached to the car) in the level and when the car is in the middle of the level, the player is in the middle of the camera zone. If my car is in the middle of that play area, it can drive 25 units to the right or 25 units to the left and thus the camera zone will also move 25 units to the right/left, respectively. Making my camera zone slightly larger than 25 units ensures that the player will always be within the camera zone. Separating each player by slightly more than the camera zone length ensures that any particular camera zone will not contain more than one player. This isn't a great solution because obviously with a very large playing area it would be almost impossible to accurately size your camera zones etc. It also falls short if you intend to have a playing area greater than half the size of your level because at that point the camera zones could contain multiple players. If you're not concerned with those issues and you can manage to tweak your cameras accurately enough then this should work for you. Hope it helps. Hmm, but does that not kill the players because they're off-screen all the time? If it doesn't then this might just be exactly what I'm looking for. | 2013-11-06 02:56:00 Author: Elifia Kamigawa Posts: 35 |
Setting the game type to "Versus" will allow players to be 'off screen' without dying. | 2013-11-06 03:13:00 Author: Seku Posts: 65 |
Setting the game type to "Versus" will allow players to be 'off screen' without dying. I tested it, didn't work. For 2 reasons, actually: 1) Being off-screen does kill you, even in Versus, and 2) The moment the game notices that a game camera forces your character to be off-screen, the camera will move towards your character so that they are on the edge of your screen. So sadly, I'll need a different solution. | 2013-11-06 15:37:00 Author: Elifia Kamigawa Posts: 35 |
This will require someone who knows about signal strength, which I do not, but I think it might work. Set your player on an invisible controlinator on an invisible patch of SP or holo, set to follow the racer at a specified distance. Here is where the signal strength comes in, but if it doesn't work, I have a low tech work around. You need a second follower set to flee, so that as you follow your racer, you also flee other racers, so that you never cross fields of view. If this is too buggy, my low tech solution is to replace the first follower with a length of SP or holo, loosely bolted to the racer on one end with your players remote controlinator at the other end set to flee. I have used something like this as a tracking system, but it can just as easily be set to avoid rather than follow. | 2013-11-06 16:30:00 Author: DreadRandal Posts: 434 |
This will require someone who knows about signal strength, which I do not, but I think it might work. Set your player on an invisible controlinator on an invisible patch of SP or holo, set to follow the racer at a specified distance. Here is where the signal strength comes in, but if it doesn't work, I have a low tech work around. You need a second follower set to flee, so that as you follow your racer, you also flee other racers, so that you never cross fields of view. If this is too buggy, my low tech solution is to replace the first follower with a length of SP or holo, loosely bolted to the racer on one end with your players remote controlinator at the other end set to flee. I have used something like this as a tracking system, but it can just as easily be set to avoid rather than follow. But how does that fix the problem? If you put the cameras on the cars then the zones will still overlap completely. If you put the cameras on the controlinator then the cameras wont follow the cars correctly. Right? Or maybe I just don't understand what you are trying to do. | 2013-11-06 17:43:00 Author: Elifia Kamigawa Posts: 35 |
Admittedly, I am not at my playstation, but I was working on the assumption that if the area of camera detection was centered on the car, but the player was hovering around the edges of detection and avoided coming near the center of another cameras detection field that interference would be minimal or nullified. I was just working off the top of my head. Any solution you find would help me too, as I have a couple vehicle levels with local cam and haven't gotten around to addressing the issue yet. | 2013-11-06 17:57:00 Author: DreadRandal Posts: 434 |
Ah, but the problem is that due to driving over each other the cars can be in the exact same spot (except for layer). So the zones would be in the exact same spot too. That's why I liked Seku's idea, because the zones would be outside the level and would never overlap. Sadly I bumped into the game camera's other limitations that way. If it were possible to give each player their own movie camera that'd fix this too, but I don't suppose that's possible either? | 2013-11-06 19:31:00 Author: Elifia Kamigawa Posts: 35 |
Oh well. I was trying to make seku's deal work without the downside of dying off camera. But if it doesn't work then it doesn't work. Back to the drawing board, I guess. | 2013-11-06 20:22:00 Author: DreadRandal Posts: 434 |
Actually, I think I know a way to make your idea work... You need to move the camera's zone with the player. But there's only 1 way to do this: Making loads and loads of game camera, each one's zone covering a different area. Now use a tag sensor to figure out where the transmitting controlinator is, and activate the camera that covers that area. Obviously making this system is incredibly tedious, but I think it might work. | 2013-11-06 20:29:00 Author: Elifia Kamigawa Posts: 35 |
With all those cameras, do you still really need the fleeing follower? | 2013-11-06 21:19:00 Author: DreadRandal Posts: 434 |
Yes. How else are you gonna keep the controlinators separated? | 2013-11-06 23:01:00 Author: Elifia Kamigawa Posts: 35 |
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