Author Topic: Linking Buzzsaw to camera  (Read 808 times)

MonkeyPunch

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Linking Buzzsaw to camera
« on: November 17, 2011, 10:44:58 AM »
Hey, I was wondering how you can link a buzzsaw to a security camera?

I can only manage to link lasers to cameras at the moment...  :-\
If I try linking a security camera to either a moving platform (which my buzzsaw is linked to) it actually moves the camera to the location of the moving platform.
Forgot to mention that the editor doesn't seem to allow me to select the buzzsaw object at all, which is why I tried the moving platform instead.

Are cameras only able to be linked to lasers? I hope not.
Basically my aim is to have the camera trigger the buzzsaw if the player is noticed by it.

[edit] I've actually tried putting a 'trigger area' outside of the level and link that to the buzzsaw and have the camera linked to the trigger area, but that doesn't seem to work either.

Another thing I have tried is putting a 'trigger area' in the area where the player walks innitially set to 'off' and have the camera link to that. So the logic there was if the camera sees the player it turns the 'trigger area' on - the player is in the trigger area so the buzzsaw goes off. I thought I was being mighty clever... but that didn't work either.
« Last Edit: November 17, 2011, 11:03:56 AM by MonkeyPunch »

AndreyMust19

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Re: Linking Buzzsaw to camera
« Reply #1 on: November 17, 2011, 01:31:26 PM »
Create 2 sync moving platforms, only for camera, other - for buzzsaw.

MonkeyPunch

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Re: Linking Buzzsaw to camera
« Reply #2 on: November 17, 2011, 05:47:07 PM »
Create 2 sync moving platforms, only for camera, other - for buzzsaw.
That doesn't seem to work. The camera then moves to the position of this new camera object, just as it it to the previous camera object.

Support Bastard

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Re: Linking Buzzsaw to camera
« Reply #3 on: November 18, 2011, 03:00:17 AM »
Hi MonkeyPunch,

Just to be clear: what you're wanting to do is set up a security camera which, when it spots the player, triggers the start of a moving platform with a buzzsaw on it. Does that sound right? If so...

  • Create a moving platform, link your buzzsaw to it, then set the platform to Start->Off
  • Create a camera and Set its Target Object to the moving platform
  • Right-click on the camera and Unlink its Position, then move it to where you want it

You can't link a camera directly to a buzzsaw, since buzzsaws themselves don't have an on/off state. It's the moving platform that makes them move.

Also remember that you can link a camera to a switch, which you can then link to other objects. Have you checked out the Editor Tutorial on the forum or in the game? :)

[Edit] I'll check out the trigger area approach to see if there's something funny going on there.
« Last Edit: November 18, 2011, 03:05:59 AM by Support Bastard »

MonkeyPunch

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Re: Linking Buzzsaw to camera
« Reply #4 on: November 18, 2011, 03:57:42 AM »
Thanks a lot! A very clear explanation.
I was missing the step to unlink the camera position.

I have read the Editor Tutorial. It's really thorough and covers pretty much everything. Just like the game itself it's all very good.

Whilst I am here, I have noticed what I think is a bug.
I have 3 identical lights (duplicated) which start 'on'.
After I added an object to the map it switched off and now it does the opposite to it's set state. For it to be on I have to set it to 'start - off'.
Here is a screen shot. As you can see the light is on, but it's set to 'start off'.
Very strange because the two other identical lights are set to 'start on'. It's not much of a problem at the moment, but it is strange.

onebitbeyond

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Re: Linking Buzzsaw to camera
« Reply #5 on: November 18, 2011, 04:18:25 AM »
If you're still having issues with that light, email the .lvl file to support@curve-studios.com so I can have a look at it. :)
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onebitbeyond

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Re: Linking Buzzsaw to camera
« Reply #6 on: November 18, 2011, 07:22:16 AM »
I've had a look at your .lvl file. The light is having its state toggled because the robot is on a switch that toggles its state when you start the game. When you move the robot off the pressure switch, the light behaves as expected.

In the short term, doing that will fix your issue. I'll look at stopping that from happening in the future at some point though.
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