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How to alternate messages from A to B and repeat


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Posted

I am trying to make a group that when activated then displays displays a message to the player(s) "Message A". When activated again  displays another message "Message B", then if activated again switches back to "Message A".

 

I understand all the individual parts needed but the switching of messages is really not working.

 

>Trigger > Display Message A to player

> Trigger > Deactivate Message A > Activate Message B to player

> Trigger > Deactivate Message B > Activate Message A to player

etc

LLv34_Temuri
Posted

Use timers in between trigger and messages and activate/deactivate the timers.

Posted

I demand that Jacko gets on TS to personally give the messages at the correct time whenever I'm flying the mission he's crafting - My squadron don't know it, but I personally control all of the 'AI' AAA in the missions we fly  :P  :wacko:  :ph34r:

Posted (edited)

Here's one way to do alternate messages:

 

post-12622-0-21495600-1503067887_thumb.png

 

 Here's how the setup works:

 

- Target link any MCU (or message link from an object) to the "IN" timer.

- Counter "CA 1x" is set to 1, Reset After Operation.

- Counter "CB 2x" is set to 2, Reset After Operation.

- Any input signal triggers both CA and CB.

- CA fires first (and resets), which then triggers "Message A".

- CB fires second (and resets), which then triggers "Message B".

- The cycle of CA and CB firing continues with every input.

 

Here is a test mission that uses a couple of timers to alternately trigger message A and message B at 10-second intervals:

 

JimTM - Test Alternate Messages.zip

Edited by JimTM
Posted

 

 

Here's one way to do alternate messages:  
 

 

JimTM this is a very neat way to get this to work. There is no way I would ever have expected the counters to work like they do. To be honest I still am not sure why CA does not fire every time in the background if it is reset after each trigger. I tried it with the CB message  set as a blank to see if it did. But it only fired when the CA message was meant to.

 

Anyway thanks it also fixes  the Flag problem for me.

Posted

Here's one way to do alternate messages:

 

attachicon.gifJimTM - Test Alternate Messages.png

 

 Here's how the setup works:

 

- Target link any MCU (or message link from an object) to the "IN" timer.

- Counter "CA 1x" is set to 1, Reset After Operation.

- Counter "CB 2x" is set to 2, Reset After Operation.

- Any input signal triggers both CA and CB.

- CA fires first (and resets), which then triggers "Message A".

- CB fires second (and resets), which then triggers "Message B".

- The cycle of CA and CB firing continues with every input.

 

Here is a test mission that uses a couple of timers to alternately trigger message A and message B at 10-second intervals:

 

attachicon.gifJimTM - Test Alternate Messages.zip

 

Almost, but not really. Message A will be shown every time, message B every second time. What you should do is set CA to 2x reset, and increment it once unconditionally at the start of the mission.

  • Upvote 1
Posted (edited)

Almost, but not really. Message A will be shown every time, message B every second time. What you should do is set CA to 2x reset, and increment it once unconditionally at the start of the mission.

 

Hmmm, you're right, I missed that, but it still worked in my test. Something is causing CB to override CA. Perhaps it's because I created CA first and CB second, so CA is processed first, message A appears for a split second and then CB is processed and message B appears to overwrite message A. Your fix is nice though, thanks.

Edited by JimTM
Posted

Almost, but not really. Message A will be shown every time, message B every second time. What you should do is set CA to 2x reset, and increment it once unconditionally at the start of the mission.

Hmmmm, I will try this. I noticed when I hooked this switch to the CTF timer and scoring group one side did not get the timer to run so I wonder if its because of this.

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