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Posted

I have 3 randomly spawned groups with each group assigned a Flag Increase action on spawn and a Flag Decrease action on Group Dead. I start with a new flag and a base number of 1(Flag On). It's essentially a counter to determine if all spawned groups are dead and it doesn't matter how many of the groups spawn as the counter will always return to 1 on all groups dead.

 

In play-testing, I cannot seem to get these actions to function.The value of the flag never changes; It remains at the original value of 1. Regardless of whether any of the groups are alive or dead, the final trigger activates. I only want a message to group to activate if any of the three groups are activated then ALL of the activated groups are destroyed.

 

For further testing, I set up some debug triggers to send messages to coalition and increase the flag value after the message, then send another message if the flag value actually increased. I repeated it for the decreasing values.

 

 

MISSION START -- no condition -- FLAG ON 25

 

 

ONCE -- FLAG IS TRUE 25 -- MESSAGE "Flag 25 = 1", FLAG INCREASE 25, 1

ONCE -- TIME SINCE FLAG 25/10, Flag 25 = 2 -- MESSAGE "Flag 25 = 2", FLAG INCREASE 25, 1

ONCE -- TIME SINCE FLAG 25/20, Flag 25 = 3 -- MESSAGE "Flag 25 = 3", FLAG DECREASE 25, 1

 

 

ONCE -- TIME SINCE FLAG 25/30, Flag 25 = 2 -- MESSAGE "Flag 25 = 2", FLAG DECREASE 25, 1

ONCE -- TIME SINCE FLAG 25/40, Flag 25 = 1 -- MESSAGE "Flag 25 = 1", FLAG DECREASE 25, 1

ONCE -- TIME SINCE FLAG 25/50, FLAG IS FALSE 25 -- MESSAGE "Flag 25 Off (= 0)"

 

 

The only trigger that activates is the first one (and apparently, only the message). Logically, it doesn't make sense to me why my little debug set-up doesn't work unless these functions are bugged or there is some other requirement. What am I missing here?

Posted
I have 3 randomly spawned groups with each group assigned a Flag Increase action on spawn and a Flag Decrease action on Group Dead. I start with a new flag and a base number of 1(Flag On). It's essentially a counter to determine if all spawned groups are dead and it doesn't matter how many of the groups spawn as the counter will always return to 1 on all groups dead.

 

In play-testing, I cannot seem to get these actions to function.The value of the flag never changes; It remains at the original value of 1. Regardless of whether any of the groups are alive or dead, the final trigger activates. I only want a message to group to activate if any of the three groups are activated then ALL of the activated groups are destroyed.

 

For further testing, I set up some debug triggers to send messages to coalition and increase the flag value after the message, then send another message if the flag value actually increased. I repeated it for the decreasing values.

 

 

MISSION START -- no condition -- FLAG ON 25

 

 

ONCE -- FLAG IS TRUE 25 -- MESSAGE "Flag 25 = 1", FLAG INCREASE 25, 1

ONCE -- TIME SINCE FLAG 25/10, Flag 25 = 2 -- MESSAGE "Flag 25 = 2", FLAG INCREASE 25, 1

ONCE -- TIME SINCE FLAG 25/20, Flag 25 = 3 -- MESSAGE "Flag 25 = 3", FLAG DECREASE 25, 1

 

 

ONCE -- TIME SINCE FLAG 25/30, Flag 25 = 2 -- MESSAGE "Flag 25 = 2", FLAG DECREASE 25, 1

ONCE -- TIME SINCE FLAG 25/40, Flag 25 = 1 -- MESSAGE "Flag 25 = 1", FLAG DECREASE 25, 1

ONCE -- TIME SINCE FLAG 25/50, FLAG IS FALSE 25 -- MESSAGE "Flag 25 Off (= 0)"

 

 

The only trigger that activates is the first one (and apparently, only the message). Logically, it doesn't make sense to me why my little debug set-up doesn't work unless these functions are bugged or there is some other requirement. What am I missing here?

 

Not sure, but may it be that flag is true is NOT the same as flag = 1 ?

So instead of FLAG ON 25 do a FLAG SET 25, 1 to set it to 1 then increase with INCREASE FLAG 25, 1 etc.

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 11 | Ryzen 9 7900X3D  | 64GB | GeForce RTX 4090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted
Not sure, but may it be that flag is true is NOT the same as flag = 1 ?

So instead of FLAG ON 25 do a FLAG SET 25, 1 to set it to 1 then increase with INCREASE FLAG 25, 1 etc.

 

 

Hmm..I've always thought FLAG X=1 is FLAG X TRUE and that FLAG X=0 is FLAG X FALSE. Just seems that I read that somewhere on these forums.

 

 

I'll try your suggestion. Thanks.

Posted
Hmm..I've always thought FLAG X=1 is FLAG X TRUE and that FLAG X=0 is FLAG X FALSE. Just seems that I read that somewhere on these forums.

 

 

I'll try your suggestion. Thanks.

Cockpit switches use -1 for ON and 0 for OFF, to test a trigger you check for TRUE or FALSE, even in the Lua script engine. My guess is the value of a flag is an additional property.

Something like:

- FlagNo. (Integer)

- State: (True/false)

- Value: (Integer)

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 11 | Ryzen 9 7900X3D  | 64GB | GeForce RTX 4090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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