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#1

Tracking 4 players?

Archive: 6 posts


I just played Sehven's Tech demo where he had two player trackers and they would track both players separately even if the players ran past each other. Could you do this with 4 players?

Thanks
2010-08-24 20:48:00

Author:
bob is named bob
Posts: 64


Is it possible? Maybe. Is it even slightly practical? Almost certainly not. The reason the two trackers work is because of the "require all" setting on the sensors--one tracker will track the player to the right, 'cuz it needs ALL players on its left to track left and so on. Keep in mind that there's not a tracker for player one and another for player two: there's one for the player on the right and one for the left. If they pass each other, they switch trackers.

To track four players individually, you'd need some kind of crazy combination of sensors and mag switches with some fancy logic. Your far right and left trackers would stay the same, but the two middle ones would need something fancier. Essentially, they would need to be set to detect the other trackers (through mag switches/keys) and stay between them while "locking on" to the nearest sackboy they can find. Whenever there is no sackboy in their detection radius, they'd need to enter seek mode until they find one. Even then, I doubt it could be made perfect--there'd be at least a few seconds of stupidity when players get too close to each other, and I'm not sure it'd be possible at all to differentiate between the two middle players. You'd need another tweak, perhaps piston/winch strength, to make a tracker prioritize a player in a given direction if the two get too close together: so if the two middle players are standing on the same spot and then head away from each other, one should have a stronger pull to the right and the other to the left... but it would need to be reversed if the outside tracker for that direction was detected really close. So like, if the right middle tracker detects that it's overlapping the far right tracker and then the two sackboys start going separate ways, the middle right tracker, instead of favoring right, should now favor left.

As you can see, there are holes in the theory that would need to be worked out and it'd be dodgy if it worked at all. Your best bet is to stick with two trackers and ignore the middle players. The dual tracker will work for a sneaking segment of a level, for example, but the only the far right and far left players need to sneak--the middle guys can run around all they want. Still, in actual gameplay, the players don't see the trackers so they won't necessarily know that. Once they see one of the players on one of the ends trigger an alert, it'll just be assumed that anybody can.
2010-08-24 22:09:00

Author:
Sehven
Posts: 2188


It might be possible to use a sort of system where 4 individual trackers are aware of the other trackers. Each tracker would know when they pass eachother, and would also know which trackers have already found a sackboy. A small logic network using a 2-input XAND of sorts and a 2-input AND would be needed for each proximity switch. The network would work something like this.

Sack is found–>AND<–(Tracker overlapping another tracker–>XAND<–Overlapping tracker has found a sackboy)

The parenthesis means that the output from the XAND goes to the AND. Borrowing the math order of operations a bit.

All-in-all, though, it would be very impractical. The trackers would basically have to search around haphazardly until each one has found one, and if two sacks cross, they would have to re-do the search entirely. Eventually, the system described above would actually find and locate 4 different sacks, but it would not be fast or accurate enough to track them in real-time.

You would also need some fishy logic that would make a tracker that already found a sackboy not want to go find another sackboy when another one crosses it. It would be kind of like two people walking towards each other in a hallway, and both of them move in the same direction to get out of each other's way.
2010-08-24 22:33:00

Author:
Rhombohedron
Posts: 25


You can, quite easily, in LBP2... there are settings on sensors to detect 1, 2, 3, or 4 sackboys. Should be pretty useful. Until then... impossible, I say!2010-08-24 22:34:00

Author:
comphermc
Posts: 5338


Nah, I don't think it'd be impossible per-say...but very clumsy and impractical. I don't like the idea of relying entirely on the updates of LBP2 stuff to come up with technology solutions like this?what fun is that?2010-08-24 22:56:00

Author:
Rhombohedron
Posts: 25


It does really depend on what you want to do with it, though. Are you looking to build a 4 player sneak sensor, or is it something else?

Edit: 4 player tracker, I haz it (https://lbpcentral.lbp-hub.com/index.php?t=34088-4-Player-Sneak-Tracker).
2010-08-25 15:31:00

Author:
Rogar
Posts: 2284


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