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View Full Version : One screen at a time.



GribbleGrunger
09-29-2012, 12:33 AM
In the level I'm making at the moment, I want each section to be one static screen that quickly shifts to the next static screen when you exit to the right. What I've got at the moment is a game camera that's attached to a piece of invisible material in the centre of the level. I've framed it so that you can just see the edges. But I was wondering if there is a mush easier way to do this.

comphermc
09-29-2012, 12:55 AM
Movie cameras?

Edit: If you send a pulse signal* to an infinite duration movie camera, it will stay on until you trigger another camera. You can sense when a player enters the room and send the pulse to that room's camera. It will be on until you go back to previous screen or move on to the next.

*pulse signals are most easily obtained with a counter set to count to 1, where the output wires back to its reset. It will be on for 1 simulation frame and then turn off. You must disable and re-enable the signal to get another pulse from it.

Note: you may have multiplayer problems if players manage to get into different rooms. If it's single player only, then it's not a problem.

GribbleGrunger
09-29-2012, 11:57 AM
Movie cameras?

Edit: If you send a pulse signal* to an infinite duration movie camera, it will stay on until you trigger another camera. You can sense when a player enters the room and send the pulse to that room's camera. It will be on until you go back to previous screen or move on to the next.

*pulse signals are most easily obtained with a counter set to count to 1, where the output wires back to its reset. It will be on for 1 simulation frame and then turn off. You must disable and re-enable the signal to get another pulse from it.

Note: you may have multiplayer problems if players manage to get into different rooms. If it's single player only, then it's not a problem.

Cheers! It's a single player so that won't matter.

Taffey
10-01-2012, 10:53 PM
If you send a pulse signal* to an infinite duration movie camera, it will stay on until you trigger another camera. You can sense when a player enters the room and send the pulse to that room's camera. It will be on until you go back to previous screen or move on to the next.Noob question: What would be the advantage to doing it this way versus using a selector?