Jump to content

Corfman Clan

+Premium Members
  • Posts

    482
  • Joined

  • Last visited

Posts posted by Corfman Clan

  1. Okay, I was able to create a very simple cartridge that reproduces the problem. The zones are named as above and I added one item, zitemMirror with the command, look.

     

    Using the emulator:

    Looking in the mirror activates zoneFarAway. The mirror is in zoneInner. zoneFarAway is not visible until the player leaves zoneOuter. zoneFarAway stays visible until the player enters zoneInner. Once the player has entered zoneInner, zoneFarAway is not displayed until the player leaves zoneOuter.

     

    Using an Oregon 400T:

    Looking in the mirror causes zoneOuter to show up twice in the main screen. Once I have traveled out of zoneOuter, the second zoneOuter shows up as zoneFarAway. If I travel back into zoneInner, then zoneFarAway is not listed, but zoneOuter is listed twice once again.

     

    Thanks for any help!

    Far_Away.zip

  2. I should add one more tidbit of information that I just remembered. When I tested this in the field yesterday, I would see two of zoneOuter on the locations, then one would change to be zoneFarAway. I can't say if the change occurred when I left zoneInner or not. This behavior does not occur with the emulator.

  3. I do have -1 for the distance range. I even played with moving the player out of zoneInner away from zoneFarAway. It doesn't matter where the player is outside of zoneInner on whether zoneFarAway shows.

     

    I see this problem on the emulator and I'm pretty sure (though not positive) that I saw it yesterday when I field tested the cartridge on my Oregon 400T.

     

    Perhaps I should try throwing together a quick test cartridge with just three zones and one item and see if I can duplicate the issue. I was hoping to avoid anything like that though :) .

     

    Thanks :rolleyes: !

  4. If zonefarAway disappaers when you enter ZoneInner you should check all codes regarding zoneFarAway.

    ZoneFarAway should only be set inactive/invisble when you start the cartridge.

     

    Thanks Delta123, but I don't see how that could be the case. Currently there is no specific code to change zoneFarAway inactive/invisible except in the definition of the zone. Also, there is only one place where zoneFarAway is set to active/visible, and that has nothing to do with entering/exiting zoneInner. Which, under your question would be needed too.

     

    Any other ideas?

     

    Thanks!

  5. Hi,

     

    Let's say I have three zones with the following state:

    • zoneFarAway: not active, not visible
    • zoneOuter: active, visible, contains zoneInner
    • zoneInner: active, not visible, contains the player

    The player performs some action which causes zoneFarAway to become active and visible. While the player is contained by zoneInner, zoneFarAway is not shown on the locations screen. However, as soon as the player leaves zoneInner, zoneFarAway is displayed on the locations screen (or the main screen). Likewise, as soon as the player enters zoneInner, zoneFarAway is no longer displayed. I should also mention that zoneFarAway is in distance.

     

    Is there a way to have zoneFarAway show up on the locations screen even if the player is in zoneInner?

     

    Thanks for any help!

  6. Yeah, you guessed right. I already have an inflate rear tire input.

     

    I figured I'd need to update the lua code directly, you have confirmed that. Actually, I'm starting to think it would be easiest just to avoid the builder as much as possible. I really don't enjoy clicking this and clicking that several times just to add a line to a script. I've found myself editing the lua code directly to add lines to a script because I find it much quicker than adding them one by one from the builder. For example, depending on the condition of the bicycle, I want to display a different message when the bike is examined. Conditions are things like whether the tires are inflated, whether it has a toolkit, and whether it has a water bottle. The condition is in a variable and I used the builder to check one value and add the message, then I cut and pasted/edited for the remaining values directly.

     

    My biggest problem is that I really don't know what the Wherigo API is/requires and how it reacts. In addition I'm new to lua but it seems simple enough.

     

    Thanks Ranger Fox

  7. Ok, I've basically got this working. Instead of two input buttons, (+ and -) I just have one input button, "pump". When "pump" is input, I increment a variable. Once the variable has reached a certain value, pumping stops.

     

    What I haven't been able to figure out, is how to display the current pressure in the input dialog. Currently the input displays, "Inflate front tire". As far as I can tell, that is the text property of the input, however I see no way to change the text property in the builder. I also see no way to have a variable be part of the value of the text property.

     

    Again, thanks Ranger Fox for your help.

  8. Thanks Ranger Fox. I think I follow what you're saying though I didn't have a chance to try it out today. I don't see how to "repeat" though. Is that just a recursive input request?

  9. Hi,

     

    I'm trying to create an input dialog that displays an integer value (tire pressure) and has two buttons, one a + and the other a -. When the user selects +, I'd like the value of the variable to increase. and the variable text to be updated. Oh, there should also be an ok button when the player has correctly inflated the tire. I'm not sure how to go about doing something like this and so any suggestions will be very helpful. Thanks!

  10. I've had a 400T for close to a week now. I've been using a Garmin Legend HCx. Some things I like better with the Legend.

     

    The paperless caching is great. I like being able to use the field notes. The field notes really simplify logging the caches.

     

    Some minor things I don't like but I'm getting used to them now: After finding a cache, and requesting to find the next closest cache, it goes straight to the map. I haven't a clue what the cache is. I need to back up a few steps and then go to the geocaching screen. It would be nice if that was simplified. When selecting a cache to find, and selecting go, it goes to the map screen. I would prefer it go to the compass screen. The HCx would go to the compass for Geocaches and the map for waypoints.

     

    I really like the touch screen. Navigation is simple, though some tasks take several steps and it seems it could be done with less.

     

    I had to project a waypoint today. I was able to figure out how to do that on the Oregon in about 10 seconds. That was cool.

     

    As others have said, the screen could be brighter. The angle you hold it and look at it seems to make a difference. It seems fine with the backlight on though.

  11. I have noticed that in the last few days that MapPoint no longer has the pushpin at the cache location.

    The map shows the correct area and the cache location is in the middle of the map but no pushpin appears. Is this my computer or is something wrong with MapPoint?

     

    Sorry for duplicate. First does not show up.

    I posted this problem yesterday. See this thread

  12. Previously, when using the link to Microsoft MapPoint from a cache page, Microsoft MapPoint would start up with an unsaved collection with the cache location. This would cause a pushpin to be displayed where the cache is located.

     

    Now, the collection isn't there and there is no pushpin for the cache location. I know of one other that is seeing this same problem.

     

    Thanks

×
×
  • Create New...