+Stompy&Stampy Posted October 24, 2012 Share Posted October 24, 2012 Yes ranger fox, that is what I am trying to do, I will have a look (and hopefully understand some of it) thank you. I thought I had solved all my problems, as when I ran it in the emulator everything worked as intended. But when we did a field test today I couldn't get my user function "complete" to run. I dropped off the last item in the last zone and nothing happened. We were using the android player. Can anyone spot any errors in my code please? FoxChicGrain.zip Quote Link to comment
+A Team Vallejo Posted October 25, 2012 Share Posted October 25, 2012 So I was able to get to the cache but nothing happened then I looked and you have nothing programed to happen in the cache zone. I am not sure about having all 3 coords for the cache the same. you may want to just make it a small zone using the map editor. and using on enter or proximity set task complete save game and give the code to the player. I like your cartridge thanks for posting it. Are we allowed to use it for our own purposes? Quote Link to comment
+Stompy&Stampy Posted October 25, 2012 Share Posted October 25, 2012 So I was able to get to the cache but nothing happened then I looked and you have nothing programed to happen in the cache zone. I am not sure about having all 3 coords for the cache the same. you may want to just make it a small zone using the map editor. and using on enter or proximity set task complete save game and give the code to the player. I like your cartridge thanks for posting it. Are we allowed to use it for our own purposes? Yes you may use it for your own purposes. I have now made adjustments to cache zone. It runs fine in emulator, but on field tests the cache zone doesn't activate and the others deactivate even though condition (all three items in zone has been met. So at the moment the cart can not be completed. I can not work out the reason why. Quote Link to comment
+jonny65 Posted October 25, 2012 Share Posted October 25, 2012 Perhaps a baaaaaaaaaaaaaaad mistake causes this ? : In your game it is possible to click "drop" or "pick up", even you are NOT (!) in a zone. The item stays in inventory, but the variable will be increased and the drop command changes from drop to pick up. But of course this doesn't work. You go back to the zone from where you come from and can't drop it. And its impossible too, to pick up another item, because the variable is greater than zero at that moment. You must avoid this by making the drop and pick command invisible when you leave a zone and enable drop or pick if you enter. Quote Link to comment
+Stompy&Stampy Posted October 25, 2012 Share Posted October 25, 2012 Perhaps a baaaaaaaaaaaaaaad mistake causes this ? : In your game it is possible to click "drop" or "pick up", even you are NOT (!) in a zone. The item stays in inventory, but the variable will be increased and the drop command changes from drop to pick up. But of course this doesn't work. You go back to the zone from where you come from and can't drop it. And its impossible too, to pick up another item, because the variable is greater than zero at that moment. You must avoid this by making the drop and pick command invisible when you leave a zone and enable drop or pick if you enter. I finally managed to get it to work, I had to get rid of the on call function and add an extra if/else statement. I hadn't thought of people trying to drop the items outside the zone (whether on purpose or accident) so I will implement as you suggest to hide pickup/drop when not in a zone. Thank you for the help and input. Quote Link to comment
+TechnoNut Posted December 7, 2012 Share Posted December 7, 2012 I am having a problem with a section of my new cartridge - I am very much a newbie at this (bit do have some programming experience). The schema is below. My problem is this: On getting to the BBQ area (in SA we call this a Braai), a question is asked - "Do you want to light a fire". The answer must be Yes. If the answer is yes, the cart checks if the player has matches in his inventory. If not he is sent off to the Ranger hut to borrow some matches. If he does have matches, he should get a "Well Done: message and is given the final co-ordinates. (I still need to finish that bit). When he returns to the BBQ area, (this time with matches), the logic should give him the "Well Done" message, but it still goes back to the "No Matches" branch. What am I doing wrong? Help please Pete Quote Link to comment
+jonny65 Posted December 7, 2012 Share Posted December 7, 2012 Your code is okay. The only thing which would prevent going into the right branch is that the matches are not moved to the player in the ranger(fox) zone. Or (?) the inventory count does not work on some players ? You can do the following too : Declare a boolean variable "MatchesTaken", set it to false. If the player gets the matches, set it to true. In your if/else now compare "if MatchesTaken=true". I think thats the better way, because it may be, the player has a knife in his inventory. Then inventory count is greater than 0 too 2nd way without a variable : In the rangerzone, switch the task status to completed and compare "if borrow_matches.complete=true" Quote Link to comment
+TechnoNut Posted December 7, 2012 Share Posted December 7, 2012 (edited) Your code is okay. The only thing which would prevent going into the right branch is that the matches are not moved to the player in the ranger(fox) zone. Or (?) the inventory count does not work on some players ? Thanks! In the meantime I found another way. Instead of the Inventory Count, I do a simple If/Else testing for "Player contains Matches". If that is true I give the message, else I branch to the Go to the Ranger zone to get the matches. So far it is working OK. Thanks again for your help. Edited December 7, 2012 by TechnoNut Quote Link to comment
+jonny65 Posted December 7, 2012 Share Posted December 7, 2012 Ups, yes....thats the 3rd (good) way I use this often, most in "zone contains player". But interesting why this isn't working how you have first realized it. Do you have tried it on different devices ? As said, maybe this is working on one device but not on another. Quote Link to comment
siggel Posted January 4, 2013 Share Posted January 4, 2013 Question about concurrency Hi Urwigo experts, I'm refactoring my wherigos a bit and have a hopefully simple question about concurrency in Urwigo/Lua. The situation is: I have Urwigo functions for switching from level to level (so I know where to update things if I change a level). Within the functions (named e.g. L1_to_L2, L2_to_L3, ...) the order of statements is not important, just several things related to the previous level are disabled while the ones related to the next one are enabled. However, when I want to jump from level 1 to 4, can I just call L1_to_L2, L2_to_L3, L3_to_L4 after each other or will those function calls also be treated in parallel (if yes, that would mean that things may not be correctly disabled in the end, because disabling L3 things in L3_to_L4 might happen before enabling L3 things in L2_to_L3. So what is the situation there, when e.g. doing several such function calls in a message's onclick part? And if it is parallel, is there a way to force it to be done sequentially to achieve my goal? Happy new year, siggel PS: For the ones questioning why I would want someone to jump from level 1 to 4, the reason is: Save/resume seems too unreliable. So I provide a personalized cheat code after each successful level. Quote Link to comment
Ranger Fox Posted January 4, 2013 Share Posted January 4, 2013 Parallel execution only occurs when message boxes and inputs are shown or the user triggers another event while other code is running. You should be able to call L1_to_L2, L2_to_L3, L3_to_L4 without parallel execution problems. Quote Link to comment
+Five Tiger Family Posted January 16, 2013 Share Posted January 16, 2013 In a follow up to a previous post about the inventory count. What if I want a player to earn 3 coins in order to advance? If I have an item called "coins," it does not seem like I can change the count. It says that it is a readonly expression. I can realize I can just set up a variable to keep up with the number of coins, I was just hoping to use the inventory count. If you can not increment this value, then what is the use of it? Quote Link to comment
+SirJ-Oz Posted January 16, 2013 Share Posted January 16, 2013 In a follow up to a previous post about the inventory count. What if I want a player to earn 3 coins in order to advance? If I have an item called "coins," it does not seem like I can change the count. It says that it is a readonly expression. I can realize I can just set up a variable to keep up with the number of coins, I was just hoping to use the inventory count. If you can not increment this value, then what is the use of it? The purpose of the inventory count is so that you can determine how many items have been moved to the player's inventory (or even a zone's inventory). Each item has a unique LUA identifier, so you cannot have multiple instances of it. Perhaps to have multiple coins, the one "coin item" could have a counter associated with it. Quote Link to comment
+jonny65 Posted January 17, 2013 Share Posted January 17, 2013 Each item has a unique LUA identifier, so you cannot have multiple instances of it. Perhaps to have multiple coins, the one "coin item" could have a counter associated with it. Yes, "Coin" is one item and "Coin" is a completely different one. Thats why the property "inventory count" on items takes no effect. Its a fake option Instead, as said, use a counter "NumberOfCoins" and increase or decrease it. Quote Link to comment
+SirJ-Oz Posted January 20, 2013 Share Posted January 20, 2013 What am I doing wrong? Pete I assume that the matches are an item. Instead of the compare Matches.Inventory count, I'd be testing player contains matches. Disclaimer: I haven't checked using my development environment, so this is just off the top of my head. Quote Link to comment
+Five Tiger Family Posted January 21, 2013 Share Posted January 21, 2013 I am wanting to write some Wherigo's because our area only has 2 currently. I would like them to be as universal as possilbe. It seems by both this thread and my own experiences that the Garmin devices make that fairly difficult. I have found a few people mention a few issues, but no solutions such as not using On Click commands and some zone commands are not supported. So, would it be possible to have someone, in one post, list the differant commands that Garmin does not support and how to work around them? I am particularly interested in the work around for the On Click command. How do you interact with characters without using that command. Thanks. BTW I really like URWIGO! It have had a few foreign youtubes to get started, but once you get the idea, it is pretty easy. Quote Link to comment
+SirJ-Oz Posted January 21, 2013 Share Posted January 21, 2013 I am wanting to write some Wherigo's because our area only has 2 currently. I would like them to be as universal as possilbe. It seems by both this thread and my own experiences that the Garmin devices make that fairly difficult. I have found a few people mention a few issues, but no solutions such as not using On Click commands and some zone commands are not supported. So, would it be possible to have someone, in one post, list the differant commands that Garmin does not support and how to work around them? I am particularly interested in the work around for the On Click command. How do you interact with characters without using that command. Thanks. BTW I really like URWIGO! It have had a few foreign youtubes to get started, but once you get the idea, it is pretty easy. I have found that the various players and platforms have their own quirks. I have found that Garmin, Android (WhereYouGo) and iPhone all vary on how they handle the same cartridge. I can't claim to know all the different commands that Garmin does not support, but I can offer a way to handle character interaction. I use "commands" within each character (or item) which provide a defined method of interaction, and have found that to be quite robust across the different platforms. Unless you have access to all platforms for testing, I suggest that when you release your Wherigo cache page you add a note such as; "You will need some form of Wherigo player to find this cache. The cartridge was created using the Urwigo builder, and has been tested on the following devices (if you let me know the platform you use, I can expand this listing); * Urwigo test platform * Android WhereYouGo player * iPhone * Garmin Oregon Please let me know in your log which platform you have used to play the cartridge." Quote Link to comment
+Five Tiger Family Posted January 21, 2013 Share Posted January 21, 2013 Thanks. I have also found more information in other threads. Any suggestions on how to write commands to work around zone events. I would like to use a proximity event, but not sure how I can accomplish with with a command. Quote Link to comment
+Five Tiger Family Posted January 21, 2013 Share Posted January 21, 2013 I guess all is revealed if you dig deep enough through all of the threads. I found a link in another thread that helped greatly. It is from the earwigo page, but it still addresses the issue. I am reposting the link so that anyone looking through this tread will not have to dig so far into the others as I have. Thanks for all the help. earwigo Garmin issues Quote Link to comment
Iri.Delui Posted February 12, 2013 Share Posted February 12, 2013 Looking for out of the box solution .. Any idea how I can 'give/exchange' an item from one GPS Garmin to another one (running the same cart of corse) ?? As of now, my only option seems to be via encoded string that player 1 received from a message box and give to player 2 and player 2 enter it in his own... but maybe one of you geeks have a better approch. I know, GPS units are not Wifi and it is not a coding solution I'm looking for a principle of operation !! Quote Link to comment
Ranger Fox Posted February 12, 2013 Share Posted February 12, 2013 You're not the first person to ask for something like this. Having the Wherigo Players talk to each other has been on my short list for a few years now. As things stand, you'll have to come up with your own string to enable this. Wait one more year and your request should be possible. The end goal I have in mind, at least for demonstration purposes, is to allow the cell phone Wherigo Players to set up and play a poker game. Quote Link to comment
+A Team Vallejo Posted February 14, 2013 Share Posted February 14, 2013 So I want to create a card game like go fish and I need to know how to use the random numbers to do it anyone care to give me Ideas screenshots would be good or is there a cart out there I could copy? Quote Link to comment
+jonny65 Posted February 15, 2013 Share Posted February 15, 2013 Don't know what exactly do you want to do, but perhaps here is something : http://www.das-Wherigo-handbuch.de/index.php?title=Programmierbeispiele/Codesnipsel#Verschiedenes or directly the urwigo file : http://www.das-Wherigo-handbuch.de/images/c/c4/Zufallswerte.zip Its in german, but the function itself should be clear. Quote Link to comment
+cjfishmusic Posted February 21, 2013 Share Posted February 21, 2013 Hi, I've created one WIG using Urwigo but now I want to create another cart. Is there a way to ask two questions within one zone? Quote Link to comment
Ranger Fox Posted February 22, 2013 Share Posted February 22, 2013 Hi, I've created one WIG using Urwigo but now I want to create another cart. Is there a way to ask two questions within one zone? Chain them together. Do the evaluation of the first question normally. In the place you'd put code/commands if the person got the answer right, put the code/command to ask the second question. Quote Link to comment
Iri.Delui Posted February 22, 2013 Share Posted February 22, 2013 You're not the first person to ask for something like this. Having the Wherigo Players talk to each other has been on my short list for a few years now. As things stand, you'll have to come up with your own string to enable this. Wait one more year and your request should be possible. The end goal I have in mind, at least for demonstration purposes, is to allow the cell phone Wherigo Players to set up and play a poker game. Thanks Ranger, Have you heard if someone was able to use LUA coding to access ANT protocol/object/function that is part of some devices ? Quote Link to comment
Ranger Fox Posted February 22, 2013 Share Posted February 22, 2013 To my knowledge, ANT access is unavailable to Wherigo. From what I heard, Garmin, after approaching Groundspeak, wrote its own Wherigo Player to Groundspeak's spec. I have no idea about what that spec was because I've never seen or heard of it outside this conversation. I'd love to sit down with Groundspeak and be given the complete history lesson concerning Wherigo. Quote Link to comment
Tyreless Posted February 26, 2013 Share Posted February 26, 2013 Hi folks, Newby question. Finished my first draft of a cart - not very elegant but it works in the emulator. when I tested it in the field on my iphone I couldn't get much past the first series of screens. There was no "back" or "menu" buttons on the iphone. This could be a case of using "On entry" messages when I enter the first zone - in which case I will try one of the solutions I read in another thread. Before I do this, though, can someone who knows what they are doing (not me, obviously) have a look at it and let me know if that is the problem? Thanks in advance. Geoff aka Tyreless Henry and the Boomer.gwl.zip Quote Link to comment
Tyreless Posted February 26, 2013 Share Posted February 26, 2013 Oops - the previous zip file was the wrong one. Try this one instead.... Geoff aka Tyreless Henry and the Boomer (2).zip Quote Link to comment
Tyreless Posted February 26, 2013 Share Posted February 26, 2013 Hi again, My super clunky way around this at the moment is to put a "Show Screen - Main Screen" in the "On click" for each item that was previously failing on the iphone. Very very not elegant, but it works. I'm sure someone will come forward with a better solution. Cheers, Geoff aka Tyreless Quote Link to comment
+jonny65 Posted February 27, 2013 Share Posted February 27, 2013 I can't load the cartridge, neither in GC builder nor via import in Urwigo, so i can't say anything. Quote Link to comment
Tyreless Posted February 27, 2013 Share Posted February 27, 2013 (edited) I can't load the cartridge, neither in GC builder nor via import in Urwigo, so i can't say anything. Hi Johnny65, Thanks for looking at it. I might have zipped up the wrong file in my newbiness. Should I zip up the urwigo file or the gwz file? I had simply renamed the gwz file to a zip file. Tyreless Edited February 27, 2013 by Tyreless Quote Link to comment
+jonny65 Posted February 27, 2013 Share Posted February 27, 2013 The lua file in the gwz created with urwigo doesn't work with urwigo itself It must be the urwigo file, but it would be enough, if you cut a small part of the whole cartridge (urwigo file) which contains the "error". Of course you also can put the whole urwigo file in the zip/gwz, but remember it seems here are some hackers, who take the final coords and directly go to the cache They don't want to have fun and play. Quote Link to comment
+dr_entropia Posted February 27, 2013 Share Posted February 27, 2013 Hi friends I'm completely newbie in WIGo's. Apart from this great forum/thread, is there any tutorial for urwigo that can I read/learn? I'm really interested in create some of them in Madrid Spain. many thanks in any case and please apologize if this is not the correct place to raise this questions. Cheers, Dr. Entropía Quote Link to comment
+Onslow Fisherman Posted March 3, 2013 Share Posted March 3, 2013 Hi, I am trying to build a Wherigo us the Urwigo platform. Establishing and manipulating zones is very easy, however I want have the player pickup (add to their Inventory) some specified object in each of the zones. I have created the objects but haven't worked out how to move (put) them into their respective zones. Nor have I been able to get the coding right for the pickups. Can anyone help, please. Jim Quote Link to comment
+jonny65 Posted March 3, 2013 Share Posted March 3, 2013 On the right side of urwigo you can determine where the item is placed (default is "none"). Switch it to "Forest", then the item lies in the forest. To move the item, you must declare a command on the item. Item is "Hammer", the command is "Take". On these command you must write the code "move hammer to player". Quote Link to comment
+The Threlkeld Family Posted March 6, 2013 Share Posted March 6, 2013 i need some help, im using Urwigo and this morning im suddenly getting an error message when trying to run a cartirage im building. "This web site needs a differnt Goggle Maps API Key. A New key can be generated at http://code.google.com/apis/maps/documentation/javascript/v2/introduction.html#Obtaining_key im abit stumped as how i do this with the program itself. Please help Quote Link to comment
+Sievebrain Posted March 8, 2013 Share Posted March 8, 2013 (edited) I started to build my first ever Wherigo the other week, saved my efforts and when I came to open them again, it wouldnt let me. I was heartbroken. I wrote to the contact details and they suggested I ask a question on the forums page as Wherigo isnt really supported. WHilst browsing I find this app. Well, I downloaded it straight away as I was finding the Wherigo builder very difficult and lots didnt seem to work. I was hoping to see some sort of Wizard, or help files on this but clicking through on Help>Tutorials English Language>Urwigo> Urwigo Tutorial, takes me to a german site that doesn't exist. Is it me? Im not terribly good at programming, but just want to create a simple walkabout a town Wherigo with a cache at the end. Eventually Id like to add characters etc but only when I understand it all! Please advise Edited March 8, 2013 by Sievebrain Quote Link to comment
Ranger Fox Posted March 8, 2013 Share Posted March 8, 2013 I started to build my first ever Wherigo the other week, saved my efforts and when I came to open them again, it wouldn't let me. The answer to that problem, by the way, was here all the time. Quote Link to comment
+Sievebrain Posted March 8, 2013 Share Posted March 8, 2013 (edited) Oooh thank you, I will try it. (Bet its no more helpful though!) lol Does this different version have a name or date, as I copied it across and it doesnt look any different. It DID however allow me to open up the file. (YEs I have a 64 bit Vista.) Edited March 8, 2013 by Sievebrain Quote Link to comment
Ranger Fox Posted March 8, 2013 Share Posted March 8, 2013 No new name or date. I gave up mentioning the issue to Groundspeak as the issue is four years old. But due to the recent map problem with the emulator, I asked for a resolution again since, to create a build that solves the map problem, they'll have to rebuild their setup file anyway. Don't forget to apply the map fix to the emulator if you haven't already. Also, when you encounter a problem, please feel free to take it to the forum. Chances are very high at least one of us has heard of the problem before and can assist you. That's the fun thing about the Wherigo forums: if you post, you will be helped (and not told how dumb the question is). Quote Link to comment
+Sievebrain Posted March 8, 2013 Share Posted March 8, 2013 Don't forget to apply the map fix to the emulator if you haven't already. Ummmmm????? Quote Link to comment
+The Threlkeld Family Posted April 2, 2013 Share Posted April 2, 2013 (edited) Hi all please help, i have finally finished building my Wherigo and complied it into a .GWZ file using the standard settings in Urwigo. The problem i have is after uploading it Wherigo.com i go through all the descriptions and starting co-ord, then hit the finish button, but i get the "An Error Has Occurred" page. dose anyone know what i could be missing? UPDATE: Problem solved, was caused by an errant HTML tag in the description that Wherigo.com rejects if detected Edited April 3, 2013 by The Threlkeld Family Quote Link to comment
+pikkopro Posted April 5, 2013 Share Posted April 5, 2013 (edited) Hello everyone. I have been working on my Wherigo few days but now i got problem. I want command to add randomly item to players inventory but if he has already that item, how can i make it to add another item instead? so basically i want it to repeat process till it gives atleast one new item. Even if Player has 4 items of 5 it repeats till the player gets the last item he is missing. Sorry my bad english~ I attached picture to explain what i mean. Thanks for help. -Pikkopro EDIT: Nevermind i solved it. Edited April 6, 2013 by pikkopro Quote Link to comment
Tyreless Posted April 9, 2013 Share Posted April 9, 2013 (edited) Can anyone help me with displaying a countdown timer? I have an item called "stopwatch". Originally I had an "on click" event that changed the stopwatch.description so that when you clicked on the stopwatch you could see how much time you had left in the game. Then I read that "on click" events don't work with items on Garmin devices, so I created a command called "OK" that would display a message with the time remaining. I don't like it because the player now clicks the Stopwatch and then gets a blank screen with "OK" at the bottom and has to click again to get the time remaining. Not very elegant. I was thinking of a function running in the background that would update the stopwatch.description every second. Is that possible? Or any other suggestions? Thanks, Geoff aka Tyreless Edited April 9, 2013 by Tyreless Quote Link to comment
+jonny65 Posted April 9, 2013 Share Posted April 9, 2013 I have used a similiar thing, but thrown it away, because an iphone does not update a message box or descriptions of an item. I want to make each cartridge running on every devices. What I have done ? An item "Countdown" with no command. A countdown timer with a time of 1 second. A counter with a value of 30. Now the timer starts, in each loop I decrease the counter value and change the item description. Also I check if the counter value is zero. In that case the timer ends. The item description is a concatenated string such as "You have counter seconds left". But as I say, on iPhone you always can see "You have 30 seconds left" Quote Link to comment
+pikkopro Posted April 10, 2013 Share Posted April 10, 2013 Can anyone help me with displaying a countdown timer? I have an item called "stopwatch". Originally I had an "on click" event that changed the stopwatch.description so that when you clicked on the stopwatch you could see how much time you had left in the game. Then I read that "on click" events don't work with items on Garmin devices, so I created a command called "OK" that would display a message with the time remaining. I don't like it because the player now clicks the Stopwatch and then gets a blank screen with "OK" at the bottom and has to click again to get the time remaining. Not very elegant. I was thinking of a function running in the background that would update the stopwatch.description every second. Is that possible? Or any other suggestions? Thanks, Geoff aka Tyreless Hello, Did you mean something like in the picture i attached. Quote Link to comment
Ranger Fox Posted April 10, 2013 Share Posted April 10, 2013 I created a cartridge called Run to "The Outback" several years ago. The cartridge is about getting to certain locations within a time limit. In it, I use timers to tell the player how long he or she has remaining. You might want to look through the cartridge if you're having trouble. All my cartridges are open source (and no one in my area realizes this; I haven't had anyone yet find a cartridge cache by downloading the source and peaking inside). Quote Link to comment
+jonny65 Posted April 10, 2013 Share Posted April 10, 2013 Did you mean something like in the picture i attached. Yes and this doesn't work. Thats the same as I would change the item description. On iPhone it shows me "30 seconds left". Nothing else. If I would click OK after 10 seconds a new message box will be shown with "20 seconds left" but it doesn't update the message box continously. Oh of course emulator and Oregon works fine, but that doens't matter, a cartridge has to run on every device. Perhaps you can make a workaround. Instead of showing "OK" button, use "Update". Or : Depending on device make 2 cases. Of course changing pictures in a message box don't work too. Quote Link to comment
Tyreless Posted April 11, 2013 Share Posted April 11, 2013 (edited) I created a cartridge called Run to "The Outback" several years ago. The cartridge is about getting to certain locations within a time limit. In it, I use timers to tell the player how long he or she has remaining. You might want to look through the cartridge if you're having trouble. All my cartridges are open source (and no one in my area realizes this; I haven't had anyone yet find a cartridge cache by downloading the source and peaking inside). Ahh, that gave me an idea that seems to work in principle. I have an interval timer called stopwatch, with the following event on start: The timer in the player's inventory updates with the correct time remaining. Tyreless. [Edit. A further variation on this theme, and one used by RF, is to update stopwatch.name instead of stopwatch.description. This has a neat feature on an iphone (and maybe other devices) that the countdown can be seen ticking down on the main menu.] Edited April 11, 2013 by Tyreless Quote Link to comment
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