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A forum post by Hillock

I'm still having problems. I understand now that whenever a camera is turned on, the view transitions to it. When I turn it off the view transitions to which ever camera was last turned on but not turned off. So if I start on the puppet camera then press the map cam button and then press the button for the menu cam, when I turn off the menu cam it transitions back to the map cam because it was never turned off. To get back to the puppet cam I have to make sure both the menu cam and map cam are turned off.

I solved the issue of the level starting on the wrong camera because I discovered that I'd wired in the signal processor whilst the camera had been turned on. This meant it always started the level with the camera turned on and thus overrode the puppet camera.

I think I'll have to figure out some sort of logic gate that makes sure that when you turn on one camera then the others are turned off.

However, I still have a problem with the puppet camera. It's built into the puppet controls and so I don't seem to be able to turn it off or control it's transition as it has no control for that.

I tried adding a new camera into the puppets logic. But it only followed the puppet very rigidly and not in the more natural way that the built in puppet camera behaves.

I'd still like to know if there is some way to control the transition to the puppet camera.

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