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Camera System Question

Archive: 11 posts


Hey, it's me again. XD SO MANY QUESTIONS!!!

Okay, so this time, I swear I don't know what I'm doing wrong! What I'm trying to do is set up a Security Camera System. Basically, a controlinator that you can get in, and cycle through different camera views to look around the level. The problem is... I can't get it to work 100%!

I have it set up so that you've got a Selector, and each output hooks into a different movie camera. You use the left or right stick to cycle the selector, activating different cameras. When you are not in the controlinator, all the cameras are off.

Here's the problem though. The cameras don't always work. Half the time while cycling through them, they focus on the player, and not the room they're set to show. But then the other half the time, they work just fine.

I tracked down exactly what was happening too. Even though the selector output is ON the camera isn't getting activated! That's right, even with power going to the camera, it's not turning on, and I have no idea why. And it doesn't fail every time either, so I have no idea what's going on. However, my one clue is that if I cycle slowly, it works fine.

I guess my question is, is there a better way to set up a camera system, or am I going to have to make do? In total, I'm going to need about 15 different cameras, and their views are going to be scattered across the level. Is this just a terrible glitch or something?
2015-08-11 02:16:00

Author:
Kato
Posts: 732


Hey, it's me again. XD SO MANY QUESTIONS!!!
We don't mind

Here might be the issue:
The other camera that was previously on might still be activating/activated while you are activating the new camera. I'd suggest plugging a repeater (fast on and off thingy) into the input of the camera that activates until the camera signals it's on
2015-08-11 06:30:00

Author:
amiel445566
Posts: 664


Like a .1 second timer that resets itself? Hm. I'll give it a try. I was wary about doing that. At first I had it so the cameras needed the Controlinator active to function at all (with an and gate) and that was a disaster. XD None of them activated! So I was leery of using further logic.

Here's a second question then. If a movie camera is activated by logic, does the Camera Zone matter? I could easily get rid of six cameras by placing two on pistons and having them move around. So instead of a single camera in every room, you've just got one scanning the hallways.

Thanks!
2015-08-11 14:21:00

Author:
Kato
Posts: 732


Here's a second question then. If a movie camera is activated by logic, does the Camera Zone matter?

Nope, IIRC, they're like an activation range
2015-08-11 19:46:00

Author:
amiel445566
Posts: 664


Cool. That will help. Because some of the camera spots are literally on the opposite ends of the level, and there's no way I'd be able to tell if the zone was centered on the control room or not, since I'll be placing the actual cameras throughout the level. Each one is going to have the exact same zoom level, and will be attached to nigh-identical sticker panels. This way each camera (when active) will also display a sticker material panel that displays stuff like the room name etc, or whether or not anything cool is going on!

I get home from work in about 20 minutes so I'll try this out. Thanks for the help again. XD
2015-08-11 22:49:00

Author:
Kato
Posts: 732


No problem, feel free to ask if you have any more questions later 2015-08-11 23:11:00

Author:
amiel445566
Posts: 664


Selector- pulse counter- camera.

Set your cameras to infinite time. A camera set to infinite will stay active until another camera is activated. When the payer wants to exit the cameras activate one with a short time to turn the last one off.

Comphermc made a tutorial on this called pulse counters and movie cameras, or something like that. You can find them on YouTube. Search lbplanetorials.
2015-08-12 00:43:00

Author:
one-mad-bunny
Posts: 334


The Repeating Signal did the trick. It looks messy with all the wires going everywhere, but it works!

Wires going everywhere due to all the stuff linked into this thing. The selector goes into the Repeater which goes into the Camera, while the selector also goes into the Note emitters, and the sticker panels, and a set of opacity tweakers that conceal a layer of static that switches between 3%, and 10% if it detects a ghost, which also activates a THIRD note that had red text informing you that something's going down. XD

BUT IT WORKS PERFECTLY AND AS INTENDED so that's all I could ask for. Thanks!

Here you can see my joy at getting the life bar to work properly.
http://ia.lbp.me/img/ft/56ab79eed95df981168a8c1975eb8092f4c06157.jpg

And here's me in the security monitor room admiring the well oiled machine that is the cameras. XD
http://i5.lbp.me/img/ft/dd57843e42f21396b52ec4341f46eb7b3cdd2594.jpg

Today cameras... tomorrow... THE MEMORIZER. D: A piece of logic I have NEVER used before, but I only need it to light up sticker panels, so hopefully I can figure it out on my own. XD
2015-08-12 14:33:00

Author:
Kato
Posts: 732


Take a look at the Object Saver, it might be all you need for your sticker panels
What it does, is simply save the state of an object when the player leaves the level.
2015-08-12 17:53:00

Author:
Pookachoo
Posts: 838


Ah, I wish it were truly that easy, but it's a bit more complicated than that. XD

It's a ghost-hunting level, and there are 8 ghosts. However, you can't go after the last ghost until the other 7 have been taken care of. Every time you complete a 'mission' a checkmark will appear on the ghost's photo on the menu (sticker material) and their photograph will also be added to a wall in a section of the level. (Also sticker material)

But they need to be activated with a signal that remains on in subsequent playthroughs so, assuming you do go complete all 7 other missions, you'll be able to select Mission 8 which will level-link else where, and unlock a new level on the adventure map.


EDIT: Actually, reading more on this Object Saver, it might work if I can apply it to a microchip filled with counters.
2015-08-12 20:00:00

Author:
Kato
Posts: 732


Ah, I wish it were truly that easy, but it's a bit more complicated than that. XD

It's a ghost-hunting level, and there are 8 ghosts. However, you can't go after the last ghost until the other 7 have been taken care of. Every time you complete a 'mission' a checkmark will appear on the ghost's photo on the menu (sticker material) and their photograph will also be added to a wall in a section of the level. (Also sticker material)

But they need to be activated with a signal that remains on in subsequent playthroughs so, assuming you do go complete all 7 other missions, you'll be able to select Mission 8 which will level-link else where, and unlock a new level on the adventure map.


EDIT: Actually, reading more on this Object Saver, it might work if I can apply it to a microchip filled with counters.

Yeah, just pop in on your chip and it should do the trick
2015-08-12 23:47:00

Author:
Pookachoo
Posts: 838


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