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Making a camera system
Archive: 6 posts
I'm currently trying to make a multiplayer level, and in it is a controllinator someone can use to view security cameras. The only problem is, though, everyone would be able to see the cameras being checked if I use movie cameras, while only the person in the controllinator is supposed to see them, And game cameras aren't doing much at all. Could someone possibly explain if this is even possible to make? Thanks! | 2014-10-09 00:28:00 Author: MrDonoB Posts: 27 |
well what little you can achieve with the game cameras is the best you will get, sadly, no other local player alternatives, tough luck, figure out what works best for you with the game cameras | 2014-10-09 02:40:00 Author: amiel445566 Posts: 664 |
I don't know how well it would work out, especially with transitions, but maybe physically moving the player in the controlinator to each area. Perhaps teleportation or some such. | 2014-10-09 04:28:00 Author: xxMATEOSxx Posts: 1787 |
I don't know how well it would work out, especially with transitions, but maybe physically moving the player in the controlinator to each area. Perhaps teleportation or some such. Hm, That's not a bad idea! I'll try it. | 2014-10-09 04:33:00 Author: MrDonoB Posts: 27 |
Hi McDonoB, Alas as the guys say, the cameras are a little limited at times. Here's a way I would achieve the effect mate. Start by placing game cameras in the places you want security cameras to be, set the angle and zoom to cover the view of the room. Set each game cameras zone to be wider than the walls of the room (so as the players near the walls, the camera view wont start to shift). Set the camera to be 0 on tracking player, so it will stay locked to the set view rather then focus on player.. Each camera will have these settings Next, set the level to be a VERSUS level, so each player will have their own camera view, per console. Lastly, you need a control for each camera. Place whatever switch you desire (I like to use invisible bits of sticker panel with a material tweaker for grab and a grab sensor). Place a microchip. In this place a selector (set to 1 more than the number of cameras you'll have for an off state). Wire each output on the selector to a different camera. Now, wire up your switch to the cycle tab on the selector and a 'clicky' sound. Each time the switch is activated, (I wouldn't use levers), it fires the selector cycling through each camera and no camera per press. A very important thing to note is the zone of each camera. They need to be over where the player is, so if its one switch that cycles the cameras, all the zones of each camera need to be positioned over the switch. Hope this works for you...again, its not perfect. | 2014-10-09 12:43:00 Author: Sean88 Posts: 662 |
I've already gotten my desired way of camera-ing using MATEO's method. Thanks anyway though! | 2014-10-09 22:14:00 Author: MrDonoB Posts: 27 |
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