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#1

Need some help with logic

Archive: 15 posts


OK this one is for all the logic nuts out there......

I'm going to have the player/players behind a wall. If they walk left I want an object to move left. If they move right i want the object to move right.

Sounds simple right?

I have 2 possible solutions to this...
1 - Have everyone in a small enough area and have those red buttons standing up right so if you push left you push the button connected up to something that pushes a 3-way switch.

Problem: If one player walks left and the other walks right it will probably break the 3 way switch.

2 - Have one prox switch with require all and set to direction to the left half of the area, if everyone is in the left half it goes left if everyone is in the right half it goes right

Problem: I want the object in the middle so its up to the player to decide whether to make it go left or right. With this method it will stay to one side and only move if everyone decides to move the other way.

Any ideas or suggestions would be greatly appreciated

wex.
2009-07-21 15:28:00

Author:
wexfordian
Posts: 1904


Have a look at this.

YouTube - [LBP Tutorial] Spotlight Following Tutorial [720P HD]
2009-07-21 15:34:00

Author:
DanC
Posts: 433


Alright, well, I have a suggestion if want to stick with the button method. Connect a third winch up to the 3-way switch pulling it straight up. Tweak it so it pulls tight, but doesn't shake around wildly. Make this winch only retract when both button are being pushed (AND switch, anyone?). This way if both player are pushing either direction, it won't move.

Edit: make the timing of the wench for each button .2 and the timing for the AND winch to be .1, so the timing matches up (the AND switch has a slight delay of .1 seconds).
2009-07-21 15:35:00

Author:
comphermc
Posts: 5338


Alright, well, I have a suggestion if want to stick with the button method. Connect a third winch up to the 3-way switch pulling it straight up. Tweak it so it pulls tight, but doesn't shake around wildly. Make this winch only retract when both button are being pulled (AND switch). This way if both player are pushing either direction, it won't move.

But then they can both get out of range of the machine.
2009-07-21 15:37:00

Author:
BSprague
Posts: 2325


But then they can both get out of range of the machine.

Can't you block the walls off temporarily so it won't allow them to go 'beyond the machine'

Either way it's going to be hard because the players won't be able to see themselves.

Edit: The buttons themselves are the walls, duh! (I'm 'duh'-ing myself, not you)
2009-07-21 15:38:00

Author:
comphermc
Posts: 5338


Sackboy trackers don't really work well in multiplayer. The only option really, as comphermc says, is to have a cutout that will just stop it dead if they go both ways. So no movement if they split up. Or block them off from both going to far. There obviously isn't a way to get it to follow four different sackboys!

Oh, depending on your object there is a way to get the object sitting directly at the midpoint of the leftmost and rightmost sackboys. But it's convoluted to say the least and I don't have time to explain right now
2009-07-21 15:40:00

Author:
rtm223
Posts: 6497


Lol, that vid shows how i made my sack following light, it's not my vid, but it works in the same way, and that's the first time i've seen it

ok wex, first two levels that mite help: (forgive me for the shoutouts)

Creator Pack Tutorial - The P.T.D by ladylyn1
How to Make: A Sack-Tracker by Elijah1066

These are the best i found for following stuffs, for multiplayer, simply use one of the PTDs and change one of the sensor switches to require all so it works the same as single play with multiplayer WIN!


as with moving objects just connect a three way to a piston but i'm sure that u already figured that out

hope this helps
2009-07-21 15:57:00

Author:
springs86
Posts: 785


Can't you block the walls off temporarily so it won't allow them to go 'beyond the machine'

Either way it's going to be hard because the players won't be able to see themselves.

Edit: The buttons themselves are the walls, duh! (I'm 'duh'-ing myself, not you)

Ok, I was thinking of proximity switches, not buttons. That makes much more sense now.
2009-07-21 16:03:00

Author:
BSprague
Posts: 2325


Thanks for all the suggestions guys. I'll try mess around with it tonight.

Thanks again
2009-07-21 16:11:00

Author:
wexfordian
Posts: 1904


Sorry, just had a thought there (rare i know )

Wouldn't it be the same if I had two prox switches set to require all on either side controling the 3-way switch.

this way i wouldn't need the AND connected to the failsafe?
2009-07-21 16:29:00

Author:
wexfordian
Posts: 1904


Yes, but then one player can outrun the 'tracker'. You'd need to put up a wall on either side of it. But, it then gets hairy for 3+ players... communication becomes an issue. With the buttons, it only takes one player to make it move... I dunno, it's tricky either way.

I would use the failsafe regardless, which would trigger when neither of the prox switches are triggered. It removes the bounciness from the 3 way switch (and the jiggle of the tracker). Same settings for timing would be used as described above.
2009-07-21 16:42:00

Author:
comphermc
Posts: 5338


mnnn, I could build a one player only gate, that way only one person would be allowed in to use the controls. would make life simpler but I don't like having players feel like their useless even if it is just for a short period of time.2009-07-21 16:56:00

Author:
wexfordian
Posts: 1904


Oh, I just thought of somat. How about... One direction takes precedence. I.E if some go one way and others go the other, you decide whether it goes left or right. How does that tickle you as a solution? I know you wanted the choice, which they kind of still have, but it just means that you have a solution that does something in multiplayer, even if not perfect.

Also, for thermo efficiency and response time I have done away with the three way switch in my tracker design (without adding jitter), if you are interested in that. Not sure if it will work in conjunction with my precedence idea... Will have to think about it.
2009-07-21 17:15:00

Author:
rtm223
Posts: 6497


What, would you just make one chain stronger than the other? Ha ha. It's simple but it would make one have precedence over the other, assuming you continue to use a 3 way switch.2009-07-21 20:13:00

Author:
comphermc
Posts: 5338


Exactly. It's not a perfect solution, but IMO it's the best we have. Although that would depend on the specific application wex has in mind.

And yeah it is just a case of making one stronger than the other. But also make sure the sack on the prioritised side can't leave the detection area, else it will screw up. I'm not sure if the three piston tracker would work like this. Probably yes, if the break is made stronger than it currently is. edit - no that last part is complete rubbish. You DO need a three-way in there.
2009-07-21 20:36:00

Author:
rtm223
Posts: 6497


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