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 "Conveyor zone" 
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Joined: Sun Nov 11, 2007 1:49 pm
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Post "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.

Image
I really suck at this stuff.


Sat May 16, 2009 5:10 pm
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Joined: Tue Nov 06, 2007 6:58 am
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Post 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


Sat May 16, 2009 6:21 pm
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Post Re: "Conveyor zone"
But then it's the whole Module, then it's not just the red zone.


Sat May 16, 2009 6:52 pm
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Post 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.


Sat May 16, 2009 7:26 pm
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Post Re: "Conveyor zone"
You lost me at px dim?


Sat May 16, 2009 7:38 pm
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REAL AMERICAN HERO
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Post 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.


Sat May 16, 2009 8:06 pm
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Post 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?


Sat May 16, 2009 8:21 pm
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Post 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.


Sat May 16, 2009 8:26 pm
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REAL AMERICAN HERO
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Post 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.


Sat May 16, 2009 8:35 pm
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Post 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


Sun May 17, 2009 9:01 am
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REAL AMERICAN HERO
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Post 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?


Sun May 17, 2009 9:12 am
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Post Re: "Conveyor zone"
Uhmmm... no... :grin:
What do you do instead of IncludeFile?


Sun May 17, 2009 9:21 am
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REAL AMERICAN HERO
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Post Re: "Conveyor zone"
ScriptPath = modulename.rte/script.lua

In whatever object has the script attached.


Sun May 17, 2009 9:45 am
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Post Re: "Conveyor zone"
So you don't need to include it in the index file? Thanks!


Sun May 17, 2009 9:55 am
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Post Re: "Conveyor zone"
You should also add the corresponding "end" for "if actor.Team == 1 then" ;)


Sun May 17, 2009 10:27 am
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