IlludiumQ36 Posted December 22, 2018 Posted December 22, 2018 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?
shagrat Posted December 22, 2018 Posted December 22, 2018 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 - 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)
IlludiumQ36 Posted December 23, 2018 Author Posted December 23, 2018 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.
shagrat Posted December 23, 2018 Posted December 23, 2018 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 - 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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