Jump to content

Recommended Posts

Posted

If I have a timer that activates multiple times and I want to activate different subtitles based on how many times the timer fires off, can I do that? And if so, have I done it correctly in the image? Each counter is set to NOT reset after firing off.

 

lFfFKEN.jpg

 

 

Posted

To me that looks ok, though I haven't done that much stuff with counters, since we found out they are not always reliable. I would probably do this with just timers and activate/deactivate MCUs.

Posted

Counters used to count at most once during a simulation cycle, but that is no longer the case. They now work as you would expect.

[SRH]Festa_VR_Noob
Posted

Apologies for hijacking the thread, but I have a question on the counter MCU I didn`t feel needed a new thread (please tell me otherwise if you feel it is needed).

 

Can counters be used to consolidate timer events for various vehicles?

 

ie. 10 vehicles to 10 timers (on ActionKilled) consolidate to 1 counter to trigger re-spawn logic for the item destroyed only? As I`m typing this, I`m thinking you have to link all 10 objects and it would detect a single killed event and trigger re-spawn for all 10?

 

Sorry if this is day-1 stuff, I`m still getting my head around the trigger logics etc.

Posted

Festa, do you mean that you would have Vehicle OnKilled event from 10 vehicles connected to single counter that is set to go off after 10 OnKilled events have arrived, after which the counter would trigger a respawn for all 10 vehicles?

Posted (edited)

Yes you can have 10 vehicles tied to a single counter that's set to 10 (or any number really), and then set that 10 count counter to another event such as respawn/repair vehicles.

You can also tie multiple singular vehicles to a 1 count counter then tie those 1 count counters to various events including another counter. As an example, you can have 10 tanks on the move each with their own on killed counter, and when 3 have been destroyed (all 10 one count counters tied to a 3 count counter), the tanks go into panic (formation panic). Then when 10 get destroyed (the same 1 count counters but tied to a 10 count counter), they respawn so you can do it again.

I maybe wrong but the respawn and repair MCUs seem to only work on one vehicle.

Edited by [TWB]Sketch
Posted (edited)

I'm not sure if my post made sense, so hopefully this image can help explain things a bit better. 

 

ObEeUEi.jpg

 

I have 5 tanks that can be destroyed by the Russian team. Once two are destroyed, it notifies the German team to paradrop troops in the area to repair the tanks, and the Russian team that Ju52s are likely to be inbound, and activates my complex trigger for paradropping troops - all with a single 2 count counter. All five tanks are tied to that counter with an onKilled event. Then, I have a five count counter that tells both teams (but mostly for the Russian team) that all of the tanks are destroyed. It doesn't activate anything but a subtitle. Again, I have all five tanks tied to the five count counter via an onKilled event. What you don't see is another counter that is one count. All five tanks are tied to that one count counter via onDamaged. So if a tank gets damaged, it will notify the German team that they need to protect tanks.

 

Finally, once a paratroop lands in the area of the tanks (and the Germans can drop paratroops as soon as two of the five tanks are destroyed because of my 2 count counter), the complex trigger fires off the respawn events, deletes any effectors I have going on (I have fires to let each team know that a tank has been destroyed), deactivates itself, and notifies both teams that the tanks have been repaired.

 

Edit: Here's the mission file so you can look it over: https://drive.google.com/open?id=0B0xYp76rR3rKWU52UzBKT0tNTlE

Edited by [TWB]Sketch
  • Upvote 1
[SRH]Festa_VR_Noob
Posted (edited)

Wow, thanks for the detailed response. So much to digest lol.

 

I was thinking that I could respawn each unit individually on X minutes after destruction, but I thinking counting when they're all destroyed and respawn them all after a delay would work better.

Edited by Festa_PWR
[SRH]Festa_VR_Noob
Posted

Just want to say thanks for the info on counters, as I`ve ended up using them to my advantage.

 

I have a group of 9 AA guns defending a bridge. When all are destroyed x1 a plane is spawn to 'investigate'. destroyed x2 same plane plus another 2 etc. . .

 

It has added quite a bit of variety to our training map, so cheers :)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...