+Eagle93 Posted April 23, 2010 Share Posted April 23, 2010 What is the difference between these two settings for a zone? Does a zone have to be "in range" from the current position before distance/bearing will display? Does "In Proximity" indicate the distance at which the "on Enter" event will fire for the zone? Working on my first catridge and want to make sure I have this right. Thanks! Quote Link to comment
+MightyReek Posted April 23, 2010 Share Posted April 23, 2010 What is the difference between these two settings for a zone? Does a zone have to be "in range" from the current position before distance/bearing will display? Does "In Proximity" indicate the distance at which the "on Enter" event will fire for the zone? Working on my first catridge and want to make sure I have this right. Thanks! The Distance sets the distance where the player gets the distance and bearing. It can also be used to trigger events. Proximity allows you to set a different trigger. At least that's what I use it for. Quote Link to comment
matejcik Posted April 23, 2010 Share Posted April 23, 2010 that's right Distance is the distance where the zone becomes visible in list of zones Proximity is a shorter distance - it can be used for triggering events, or for showing items when within it Enter is separate from that - OnEnter fires when the player actually enters the shape OnProximity fires when the player is within Proximity to the shape, and OnDistance is when she gets within Distance. the red dot in the middle is the zone's actual shape Quote Link to comment
+sTeamTraen Posted April 23, 2010 Share Posted April 23, 2010 The terminology can be confusing. It's not "Proximity" and "Range", it's "Proximity range" and "Distance range". You can think of it like a child's hunting game: Cold = nothing, Getting warmer = "Distance", Much warmer = "Proximity", Hot = in the zone. Quote Link to comment
+roolku Posted April 26, 2010 Share Posted April 26, 2010 the red dot in the middle is the zone's actual shape Thank you for the illustration. However I am still looking for answers to the following questions and I am wondering if you might know the answer: - are the distances (red arrows) measured to the "zoneXXX.OriginalPoint" point or to the 'nearest' edge? - if the former - how does it work if this point is outside the actual zone? - if the latter, it seems to be computational very expensive Related questions: - does the arrow (and indication of distance) point to the "zoneXXX.OriginalPoint" point or to the 'nearest' edge? - if it always uses the edge, what is the point of "zoneXXX.OriginalPoint" ? Quote Link to comment
matejcik Posted April 26, 2010 Share Posted April 26, 2010 - are the distances (red arrows) measured to the "zoneXXX.OriginalPoint" point or to the 'nearest' edge?nearest edge- if the latter, it seems to be computational very expensiveit is! that's why you can't effectively have more than 8 zones on Oregons. (it is possible, via a hack in a cartridge, to change this to consider only OriginalPoint - the most visible result is that OnEnter behaves rather unexpectedly, but it works quite well) - does the arrow (and indication of distance) point to the "zoneXXX.OriginalPoint" point or to the 'nearest' edge?nearest edge - specifically, nearest point of the nearest edge(unless you employ the hack mentioned) - if it always uses the edge, what is the point of "zoneXXX.OriginalPoint" ?hard to tell ;e) items dropped in the zone are located on the OriginalPoint, can't think of anything elseso yes, you can have an item "physically" located outside the zone (its ObjectLocation), but logically contained in the zone (Container) Quote Link to comment
+roolku Posted April 26, 2010 Share Posted April 26, 2010 it is possible, via a hack in a cartridge, to change this to consider only OriginalPoint - the most visible result is that OnEnter behaves rather unexpectedly, but it works quite well Could you tell me more about this hack? I suppose you could collapse the whole zone into a single point - is that what you mean? Quote Link to comment
matejcik Posted April 26, 2010 Share Posted April 26, 2010 that's not it. due to the way the official Player is designed, you can poke into some of its internals from Lua. one of the interesting methods handles calculating distances to zones. you can replace this method by your own, which calculates distance to a single point. this obviously won't work in openwig, but it does no harm there either, and openwig is already highly optimized to handle the load of many active zones at once Quote Link to comment
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