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USCcouple

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Everything posted by USCcouple

  1. Could there at least be a fix for this issue, as it does seem like a rather large problem. Thanks, Kevan
  2. Hi, This happen to us once as well. We've hidden a few, but still not found everything in our area, so it was bound to happen. It makes me think though, I am sure the reviewers can just do a simple search and see all of the caches and all of the stages of other caches in one search (maybe its not that easy though). What I was wondering is would it be possible to make an addition to the Geocaching.com website where someone that is going to place a cache can do a search in a small area where they would like to place a cache and see if the area is really open or not. There would obviously be things to contend with, such as if people could do this checking as much as they want, then they would be able to possibly triangulate the coordinates of a cache. Perhaps there could be limitations as to how many searches anyone can ever do in one specific area or something to that effect. I can see ways of making it cheat proof, but still being a very useful tool for people hiding caches. Just a thought, Kevan
  3. I had a similar problem where I accidentally uploaded a duplicate cartridge and I wanted to try and delete it, as it had never been published. I contacted Groundspeak and this is what I got: As you said, it is set to inactive, which is what you want to do when you'd like the cartridge disabled. For historical purposes, published cartridges aren't deleted from the system. For the time being, setting them inactive is essentially how they're removed from play. So what FoxFireX said is really the only thing that you can do right now. If FoxFireX's idea of using the upload .gwz link doesn't work, try contacting Groundspeak, I'm sure they can help you get the original .lua file if you need it. -Kevan
  4. Hi, At the end of the summer we will be moving from SC to somewhere out west to go to grad school. So I know that we can have our caches adopted, but for the Wherigo caches that we have created, is there or will there be a similar adoption system on the Wherigo website? For the short term, I assume that the adopter could just create a new cartridge on the Wherigo website, but with the same code, and then update the links on the Geocaching.com website for the cache. Thanks, Kevan
  5. Hi, So we will most likely be leaving our current state in a few months to go to grad school in another part of the country. We currently have quite a few caches that we have placed and would like to see them adopted by other so that they can keep being found by other cachers in the future. However it seems that right now if a cache is adopted then it is totally removed from the original hider’s profile (except for in the name of the cache). I understand that on the cache page it should be linked to the current owner, but it seems unfair that in the stats page the hide is taken away from the original hider and given to the current hider. I’m don’t care just about the number of caches that we have hidden, but still if we hid them it would be nice for it to show up in the numbers in our profile, and perhaps still link to the cache from the original hider’s profile. I would not be opposed to having it show up in both people’s profiles either. Right now the only way to keep the cache in your hidden stats would be to have it archived, which doesn’t seem like a good option just to have the numbers. Does anyone have any thought on this? Any hope of changes to this in the future? Thanks, Kevan
  6. Hi, By start point and second point, I assume that you mean you have two zones each with three points, right? If both zones are setup ok then you would want to go to the "When the player enters a zone" event for the first zone. In there add the code to activate the zone and also make it visible. Then the second zone should be visible to the player. Currently for the second zone, what is the color of the zone in the map window during testing, does it change? One other thing to check is under the zone properties, if your first zone is far away from the second zone, you might need to increase the value for the "Distance Range" or just set it to -1. If you want, upload the code and I'll take a look at it. Kevan
  7. I have recently been messing around with the timers more for a new cartridge. I found out that the countdown timer continues to “count” when the cartridge is closed. I can see where this is very useful in some cases where you want the user to move from point A to point B in a given amount of time, and would not like the user to be able to turn off the device and move without the timer counting down. However there are other situations where I want a timer to not count if the device if off. For example if I have a countdown timer and there is code that happens on the tick when it ends. If the player started the timer and then turns the unit off, when the unit is turned back on, the countdown timer might set to zero, and then the timer tick event never occurs, which would obviously be a problem for the player. I can see ways of making the timer stop and restart with the same value, by putting functions in CartStop and CartStart/CartResume events, but this would be complicated and possibly flawed. This workaround might be fine if the user closes the application properly, but if the unit lost power all of the sudden then there would still be a problem. I was wondering if there might be a way in a future release to set the timer so that it does not change when the program is not running. Also in order to pause a countdown timer, the timer has to be stopped and then the value saved in a variable, and then to restart it the timer has to be set to the variable and then started. Would there be a way to implement a pause for the timer, or rather a continue, since when it stops it still has the old value until it is started again. Any comments or ideas? Thanks, Kevan
  8. Hey, I'm trying to test my cartridges in the PPC environment to get better accuracy as far as how the environment will react. I have tried the method used in this thread but the GPS input can only be simulated by manually entering the coordinates one at a time. I was wondering if anyone knew of any program that would work just like the Wherigo emulator's graphical GPS input. So that I could use a map to move the players current position around but within the real PPC environment. Any ideas? Thanks, Kevan
  9. Hey, What I have found is the best is to go through and delete portions of the file, one section at a time, and then try reopening the file. Alternatively you can copy sections into a new cart file and see when you get the error. I have found that somehow the .lua file itself can get messed up, and simply copying the contents to a new .lua file is needed as well or can fix the problem by itself. This method will cause other errors with the file if you delete things that are linked without making the proper changes. For this specific file were you changing the .lua file manually before the error? If so then it could be a syntax error, and the above method is probably the best. If not, and you were just using the builder, then chances are you put a character in one of the names or descriptions that the builder doesn't like, quotations for example. Also if you'd like feel free to upload the code and I'll take a look at it. Kevan
  10. Hi, So I took a look at your file and I found quotations in the "zmediaRedmondBarry.Description" They can not be in the names and descriptions (I think). Either way when they are removed the cart should work, but it doesn't, there is one more step you must take. Once the two sets of quotations are removed from that one description, copy everything in the .lua file to a new .lua file that you create in the builder. After that everything should work. I am not sure why you need the new lua file for it to work, but it does make it work. Kevan Fixed.zip
  11. I've used the builder and also edited the lua file with similar code, but I was able to go back and forth between the builder and the code without losing anything. So I'm not sure what the differences are, but it is possible to use this system check and still work and compile in the builder. I have used a simple code like this: DeviceID = Env.DeviceID If yes ... Message to the player If no ... Let them continue -Kevan
  12. Hi, I tested this on our Colorado 400t running: Firmware: 2.51 Player version: 2.51 Wherigo Engine version: 2.11 I have attached my results as well as an updated code. Running your original code, I saw that it worked fine in the emulator as well. Then when I tried it on my Colorado, I got the same result as you. I would get to the image "Original 1" and input my answer, but then didn't really have a way to get out of the screen except canceling, so I would see the same "Original 1" Then I would see "Original 2" when I went to look at the item. If I went back to the main screen and then to the item again I would get "Original 3" and if I clicked on the item I would get "Original 4". My thoughts are that there is not an automatic exit from the input screen on the Colorado and this must confuse the software for some reason. So I added one extra line to your Input code, displaying the Item screen to the user. This worked on the emulator as well as the Colorado. I got the images "Changed 1" and "Changed 2" using the same input as you, and I also tried something different, and got "Changed 3" and "Changed 4" which returned the correct input. I have used this same input many times and it has worked fine every time, but I always had some other action moving the user away from the input screen. I'm not sure what goes wrong, but just try moving the user away from the input screen once they have put in the data. Hope this helps, Kevan Colorado_400t.zip
  13. I personally would make two listings, since one would be linked to the cache. That way the logs and completions would also be separate. That might make it easier for you to see who is completing which version more. It would also make for a slightly simpler cartridge for each if they are not the same. Kevan
  14. One followup question: When you display a variable, after storing the longitude in it, how can you truncate the number, either in the variable itself or when printing it to the screen. So if I have "33.992583461304" stored in a variable "Lat1" I would like it to read something like "33.992" Also would the be any way to round a variable? So that I would get "33.993" Thanks, Kevan
  15. Well I think I see where a problem may be. I had this code in the OnStart event: Lat1 = Player.ObjectLocation.latitude I moved it elsewhere in the code and it seemed to work. Before when I had that line of code in the OnStart it just returned 0, so I assumed that it was not working or correct. After moving it, it works fine. I did have a few other lines of code before that in the OnStart event, but does it not have a location before it runs that event? Thanks, Kevan
  16. I am trying to get the user's current Latitude and Longitude and store them into number variables. I saw in one post that you could use this in the debug console: local o = Player.ObjectLocation; print(o); so I used this in the debug console: local o = Player.ObjectLocation.latitude; print(o); This worked, so I tried to get it to work in the code by adding a line: Lat1 = Player.ObjectLocation.latitude I also saw this: local accuracy = Player.PositionAccuracy:GetValue('ft') So I also tried: Lat1 = Player.ObjectLocation.latitude:GetValue Lat1 = Player.ObjectLocation.latitude:GetValue() Lat1 = Player.ObjectLocation.latitude:GetValue('deg') I'm just not sure what the proper way of writing the code is. If anyone knows I'd appreciate it. Thanks, Kevan
  17. I just tried this because you mentioned it and I was planning on using it in the future as well. It does not seem to work for me either. I tired to use a messagebox and a few other things, and nothing seemed to work. Kevan
  18. Can you open the .lua file in notepad? If so, perhaps post it here. It may contain an error unrelated to the crash. Kevan
  19. Actually you shouldn't need the require "math" statement for simple math operators. You do need it to call any math.* functions though Cool, it works, Thanks! Kevan
  20. What would be the proper syntax for multiplication and division? Thanks, Kevan
  21. There are unspecified -- but very real -- limits on the number of zones in a single cartridge. The limits are imposed both by memory and CPU limitations in the target device. Although I can't find the post, I believe that somebody from Groundspeak stated that 10 was a reasonable maximum number of zones from a memory standpoint. More than 10 may work in some cases. It sounds like your case may be limited more by CPU than memory. In that case, inactivating some of the zones may help. If the zones have complex geometry (lots of sides), simplifying the shapes may also help. A bit more disucssion is available here. They are simple zones, and nothing really is happening during the cartridge. It is a scavenger hunt so something is triggered when the user enters one of the zones. The odd thing it that it works fine with the Colorado, but not the PPC... Kevan
  22. Hi, I have attached a simple example, it is a zip file with the .lua and the .gwc included. It is probably not the best example but it does what you are looking for. I'm sure you'd want other things to happen as well, but perhaps you can build off of that. Also here is one example that Wherigo published. You can also download people's source code it they chose for you to be able to do so. You should see a "Download Source" Link on the left side of the Cartridge page under "License" Here are a few cartridges that allow you to view the source: Anywhere Egg Hunt Four Min Hourglass A Vegas Riddle Hope this helps, Kevan Example_1.zip
  23. Is there a direct way to obtain the speed of the player through one of the built-in variables? From looking around I did not see anything. If not then I assume the only way would be to get the difference in Lat and Lon from two points and calculate the total distance moved over a given amount of time to get a custom average speed. Thanks, Kevan
  24. Hi, I am trying to perform some basic math operations on some variables. Say I have three variables (Number1, Number2, and Answer). I would like to add Number1 to Number2 and store that in Answer. I would think that I could write: Answer = Number1 + Number2 But the compiler turns that into: Answer = Answer + Number2 So it seems that I have to write: Answer = Answer + Number1 Answer = Answer + Number2 is that correct? is there not a more condensed way of doing the addition? I also need to do division and multiplication. I looked through the lua documentation but could not get any of it to work with the compiler. Is there any documentation on what math can be done? Thanks, Kevan
  25. Thanks, I appreciate it! Kevan
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