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  Click here to go to the first staff post in this thread.   Thread: Additional TV Camera's

  1. #1
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    Additional TV Camera's

    So I have added surveillance camera's to my map. I can not seem to get the extra two camera's to register up on the screen when switching camera's. I know it is not necessary to complete for the contest, but perhaps some better information on this particular aspect of the DDDK would be useful to other builders in the future as well.

    I have the camera actors set to render to texture 512x512, coppied the existing camera tree and replaced object variables as necesasry. I read another tutorial about setting this kind of thing up and in theory it should be working, no? Is there an additional hidden step that needs doing?

  2. #2
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    I'm not sure, but I don't think it was designed for more cameras than that.

  3. #3
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    Probably not. I gather there is some code work involved -somewhere- with the tv actor to allow more than 2 of the feeds to be shown. Just a project for another time. Still nice to have a couple in place all the same.

    But I have encountered a trigger problem with more than one player present on the map. Seems atleast playing split screen the trigger event gets stuck between off and on and causes some big slow downs. Not sure how I can fix it without just getting rid of the trigger activation (camera's don't update real time when not inside the trigger space) for now.

  4.   This is the last staff post in this thread.   #4
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    The corresponding Kismet, if I recall, was only written for two cameras. It could be modified to support more, but definitely would require adjusting the trigger Kismet logic to do so.

    -Jer

  5. #5
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    Yeah I had a look at it. I think I will be disabling it for now and leaving the camera's out of the final release to avoid performance problems while people play.

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