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Probably a stupid question, but can the M.E. read a flag set in a script or can a script change a flag defined in the M.E.?


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Posted

I've tried googling this and searching these forums but my keywords aren't bringing up results.

I'm making a mission that has flags created/defined and set in the Mission Editor but I'd like to write a little script that changes the state or values  of these flags that gets run on a timer, and then have - in the Mission Editor - the triggers based on those flags states.

Is this possible or am I over thinking it?

Posted

2) On a script, I can get the value of a Trigger Flag (for example Flag 60) with this 
piece:
local temp = trigger.misc.getUserFlag('60')
__________________
3) And the reverse, I can alter the value of Flag 60 from within a script with:
trigger.action.setUserFlag('60', temp)
______________

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Posted
20 minutes ago, Rudel_chw said:

2) On a script, I can get the value of a Trigger Flag (for example Flag 60) with this 
piece:
local temp = trigger.misc.getUserFlag('60')
__________________
3) And the reverse, I can alter the value of Flag 60 from within a script with:
trigger.action.setUserFlag('60', temp)
______________

thanks! So, correct me if I'm wrong. 

In the mission editor I create all the flags I'm interested in and then I can get them and manipulate them in the script but the Mission Editor always knows when the script has changed it automatically? I don't need to tell the Mission/Mission Editor to update its state when I've changed them in the script?

One more silly question... I know flags can have a text name instead of a number (I think they're all strings in the backend right?) 

So can these text names have spaces in them? Is that okay?

Posted
5 hours ago, Elphaba said:

In the mission editor I create all the flags I'm interested in and then I can get them and manipulate them in the script but the Mission Editor always knows when the script has changed it automatically?

Flags are less complex than you probably fear 🙂 - they are merely named value containers that are shared by every script that runs in the mission - and the main mission is also just a script; it's a script that you happen to use Mission Editor to set up. Mission Editor itself is not running while a mission runs.

So if one of your scrips changes a flag, all other scripts (the main mission script included) can see the new value as soon as they look at it. There is no secret handshake involved, and it's thankfully very straightforward.

5 hours ago, Elphaba said:

One more silly question... I know flags can have a text name instead of a number

Thankfully, finally, YES! (so you can finally have a flag 'all enemies are dead' - this is rather new and has been a wish list item for years)

5 hours ago, Elphaba said:

So can these text names have spaces in them? Is that okay?

Yes. I recommend against it - you'll likely trip up yourself. I prefer camelCase - no blanks, but upper case for the next word 

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Posted
46 minutes ago, cfrag said:

Flags are less complex than you probably fear 🙂 - they are merely named value containers that are shared by every script that runs in the mission - and the main mission is also just a script; it's a script that you happen to use Mission Editor to set up. Mission Editor itself is not running while a mission runs.

So if one of your scrips changes a flag, all other scripts (the main mission script included) can see the new value as soon as they look at it. There is no secret handshake involved, and it's thankfully very straightforward.

Thankfully, finally, YES! (so you can finally have a flag 'all enemies are dead' - this is rather new and has been a wish list item for years)

Yes. I recommend against it - you'll likely trip up yourself. I prefer camelCase - no blanks, but upper case for the next word 

Thank you!

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