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				 war_man333 
				
				
					 Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
				 
				 
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				  "Conveyor zone"  
					
						Code: if (actor.Pos.X >= self.Pos.X - 24) and (actor.Pos.X <= self.Pos.X + 24) and (actor.Pos.Y >= self.Pos.Y - 25) and (actor.Pos.Y <= self.Pos.Y + 25) and (actor.PinStrength <= 0) then So basically this thing describes an area or a zone that's square-shaped, that's what I understood, but the problem is that I suck at offsets. So I thought maybe some of you guys could help me out here, I got a 288x192 sprite, and I want the red area to be the zone/area.  I really suck at this stuff.  
					
  
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			| Sat May 16, 2009 5:10 pm | 
			
				
					 
					
					 
				  
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				 mail2345 
				
				
					 Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
				 
				 
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				  Re: "Conveyor zone"  
					
						General rule of thumb: Replace the X values(the first two) with half the width. Replace the Y values(the last two) with half the length. Much easyer than offsets. Code: if (actor.Pos.X >= self.Pos.X - 144) and (actor.Pos.X <= self.Pos.X + 144) and (actor.Pos.Y >= self.Pos.Y - 96) and (actor.Pos.Y <= self.Pos.Y + 96) and (actor.PinStrength <= 0) then
   
					
  
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			| Sat May 16, 2009 6:21 pm | 
			
				
					 
					
					 
				  
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				 war_man333 
				
				
					 Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
				 
				 
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				  Re: "Conveyor zone"  
					
						But then it's the whole Module, then it's not just the red zone. 
					
  
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			| Sat May 16, 2009 6:52 pm | 
			
				
					 
					
					 
				  
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				 mail2345 
				
				
					 Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
				 
				 
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				  Re: "Conveyor zone"  
					
						Oh. My mistake. Code: if (actor.Pos.X >= self.Pos.X - 81) and (actor.Pos.X <= self.Pos.X + 81) and (actor.Pos.Y >= self.Pos.Y - 11) and (actor.Pos.Y <= self.Pos.Y + 11) and (actor.PinStrength <= 0) then
  Just copy out the area in paint, change the px dim to 1,1 , paste and measure the new px dim.  
					
  
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			| Sat May 16, 2009 7:26 pm | 
			
				
					 
					
					 
				  
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				 war_man333 
				
				
					 Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
				 
				 
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				  Re: "Conveyor zone"  
					
						You lost me at px dim? 
					
  
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			| Sat May 16, 2009 7:38 pm | 
			
				
					 
					
					 
				  
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				 Grif 
				REAL AMERICAN HERO 
				
					 Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
				 
				 
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				  Re: "Conveyor zone"  
					
						If Lua offsets are like every other programming language's offsets ever, you should define everything as if it's the fourth quadrant of a graph.
  EG, the top right corner would be X+24, Y+0; then X+whatever, Y+0; etc
  Not 100% sure, but that's how, say, C++ would do it, and how Area areas do it. 
					
  
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			| Sat May 16, 2009 8:06 pm | 
			
				
					 
					
					 
				  
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				 war_man333 
				
				
					 Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
				 
				 
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				  Re: "Conveyor zone"  
					
						Uhh. Okay? Another question,  Code: for actor in MovableMan.Actors do Is there any way to make it focus on green team only, and ignore team red?  
					
  
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			| Sat May 16, 2009 8:21 pm | 
			
				
					 
					
					 
				  
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				 mail2345 
				
				
					 Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
				 
				 
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				  Re: "Conveyor zone"  
					
						war_man333 wrote: You lost me at px dim? Go to attributes in paint. Oh, and my calculations assume that the red area is an object centered around a point.  
					
  
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			| Sat May 16, 2009 8:26 pm | 
			
				
					 
					
					 
				  
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				 Grif 
				REAL AMERICAN HERO 
				
					 Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
				 
				 
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				  Re: "Conveyor zone"  
					
						war_man333 wrote: Uhh. Okay? Another question,  Code: for actor in MovableMan.Actors do Is there any way to make it focus on green team only, and ignore team red? if actor.Team == 1 then Add that after the for loop but before anything else.  
					
  
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			| Sat May 16, 2009 8:35 pm | 
			
				
					 
					
					 
				  
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				 war_man333 
				
				
					 Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
				 
				 
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				  Re: "Conveyor zone"  
					
						I'm getting this Property name was not followed by a value in xxx.rte/xxx.lua at line 1! Code: function Update(self)    for actor in MovableMan.Actors do    if actor.Team == 1 then        if (actor.Pos.X >= self.Pos.X - 80) and (actor.Pos.X <= self.Pos.X + 80) and (actor.Pos.Y >= self.Pos.Y - 10) and (actor.Pos.Y <= self.Pos.Y + 10) and (actor.PinStrength <= 0) then       actor.Health = 0;        end    end end  
					
  
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			| Sun May 17, 2009 9:01 am | 
			
				
					 
					
					 
				  
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				 Grif 
				REAL AMERICAN HERO 
				
					 Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
				 
				 
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				  Re: "Conveyor zone"  
					
						How in god's name are you getting an .ini error in a .lua file?
  How are you loading it?
  Are you using IncludeFile = whatever.lua? 
					
  
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			| Sun May 17, 2009 9:12 am | 
			
				
					 
					
					 
				  
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				 war_man333 
				
				
					 Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
				 
				 
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				  Re: "Conveyor zone"  
					
						Uhmmm... no...     What do you do instead of IncludeFile?  
					
  
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			| Sun May 17, 2009 9:21 am | 
			
				
					 
					
					 
				  
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				 Grif 
				REAL AMERICAN HERO 
				
					 Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
				 
				 
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				  Re: "Conveyor zone"  
					
						ScriptPath = modulename.rte/script.lua
  In whatever object has the script attached. 
					
  
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			| Sun May 17, 2009 9:45 am | 
			
				
					 
					
					 
				  
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				 war_man333 
				
				
					 Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
				 
				 
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				  Re: "Conveyor zone"  
					
						So you don't need to include it in the index file? Thanks! 
					
  
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			| Sun May 17, 2009 9:55 am | 
			
				
					 
					
					 
				  
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				 geforz 
				
				
					 Joined: Tue May 29, 2007 6:21 pm Posts: 5
				 
				 
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				  Re: "Conveyor zone"  
					
						You should also add the corresponding "end" for "if actor.Team == 1 then"    
					
  
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			| Sun May 17, 2009 10:27 am | 
			
				
					 
					
					 
				    
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