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Posted

I'm not certain if I have this setup correctly.

 

RNmluaY.jpg

 

 

 

What I'm trying to do is have the subtitle fire off instantly and then wait 3 minutes before firing again.

 

I have the counter tied to OnDamage to various objects, and the 3 minute counter tied to OnDestroyed (meaning the 3 minute timer will stop once all of the objects are destroyed).

 

I know that if I disable the counter, and have Reset After Operation enabled, that the counter continues to count until it hits max value. Once the counter is reactivated, it'll fire off again even if the objects were not damaged. So I have Reset After Operation disabled and I am deactivating the counter as well. With that option disabled (and the counter itself disabled), will the counter not count until I reactivate it? In the manual it's a little confusing to me because it only says:

 

Resets the counter value to zero after it fires and accepts a new input signal. If you clear this check box, the counter does not respond to any more input signals after it fires. If you deactivate the counter using a deactivate trigger (pg. 280), the current value is still incremented when an input triggers the counter. However, the counter does not fire when the value reaches the maximum, but it does fire when the counter is activated again using an activate trigger (pg. 274). 

 

 

If the answer to my question is "Yes, the counter doesn't count until reactivated.", then I'm golden. If not, how can I setup what I'm trying to do?

 

 

Posted

With that setting, the counter will not count again until reactivated once more with another input. (as per screenie)

Posted (edited)

The answer to your question (as far as I know) is that the counter will never count again after it's triggered the first time, whether or not it's reactivated.

 

From Counter Trigger, on pg. 278 of the manual:

 

Reset After Operation

Resets the counter value to zero after it fires and accepts a new input signal. If you clear this check box, the counter does not respond to any more input signals after it fires.

 

Usage Notes

If you deactivate the counter using a deactivate trigger (pg. 280), the current value is still incremented when an input triggers the counter. However, the counter does not fire when the value reaches the maximum, but it does fire when the counter is activated again using an activate trigger (pg. 274). 

 

So, the behaviour given in the Usage Notes does not apply in your example because the counter is not responding to any further triggers. The behaviour would apply if the counter was in the middle of it's only count (i.e., Reset After Operation cleared), which in your case would be before it was even triggered once. That is, the counter is deactivated, then triggered but doesn't fire yet, then activated at which point it fires and then stops responding to new inputs.

 

Clear as mud? I'm not sure what I could add or change in the manual but I'm definitely open to suggestions.

 

Try this setup, with Reset After Operation checked in counter 1x:

 

post-12622-0-85697000-1508813222_thumb.png

 

Cheers!

Edited by JimTM
  • Upvote 1
Posted

The answer to your question (as far as I know) is that the counter will never count again after it's triggered the first time, whether or not it's reactivated.

 

From Counter Trigger, on pg. 278 of the manual:

 

Reset After Operation

Resets the counter value to zero after it fires and accepts a new input signal. If you clear this check box, the counter does not respond to any more input signals after it fires.

 

Usage Notes

If you deactivate the counter using a deactivate trigger (pg. 280), the current value is still incremented when an input triggers the counter. However, the counter does not fire when the value reaches the maximum, but it does fire when the counter is activated again using an activate trigger (pg. 274). 

 

So, the behaviour given in the Usage Notes does not apply in your example because the counter is not responding to any further triggers. The behaviour would apply if the counter was in the middle of it's only count (i.e., Reset After Operation cleared), which in your case would be before it was even triggered once. That is, the counter is deactivated, then triggered but doesn't fire yet, then activated at which point it fires and then stops responding to new inputs.

 

Clear as mud? I'm not sure what I could add or change in the manual but I'm definitely open to suggestions.

 

Cheers!

 

 

So just so I'm understanding

 

OnDamage -> Counter without Reset Operation -> Deactivate -> time passes -> Reactivate Counter

 

 

^^ This model will not work because the counter never gets turn on again?

 

 

OnDamage -> Counter with Reset Operation -> Deactivate -> time passes -> Reactivate Counter

 

^^ This model will not work because the counter is still "counting" even though it is deactivated (It won't send an event to another mcu until activated though). I want the count reset at zero every time the counter deactivated/turned off and when I turn the counter to activated/back on, I want to start at zero again.

Posted

So just so I'm understanding

 

OnDamage -> Counter without Reset Operation -> Deactivate -> time passes -> Reactivate Counter

 

 

^^ This model will not work because the counter never gets turn on again?

 

    The sequence above does work only if the counter has not been triggered yet but I'm not sure it does what you want in your example.

 

OnDamage -> Counter with Reset Operation -> Deactivate -> time passes -> Reactivate Counter

 

^^ This model will not work because the counter is still "counting" even though it is deactivated (It won't send an event to another mcu until activated though). I want the count reset at zero every time the counter deactivated/turned off and when I turn the counter to activated/back on, I want to start at zero again.

 

    The sequence above does work any time but I'm not sure it does what you want in your example.

 

FYI, I added a suggested design to my post above.

Posted

I understand your logic and it's probably the best solution for me. Question: Each vehicle needs it's own counter and counter deactivation or multiple vehicles to a single counter and counter deactivation? I assume each vehicle needs it's own counter/counter deactivater.

Posted (edited)

I understand your logic and it's probably the best solution for me. Question: Each vehicle needs it's own counter and counter deactivation or multiple vehicles to a single counter and counter deactivation? I assume each vehicle needs it's own counter/counter deactivater.

I think you can run all the OnDamaged links to the 1x counter since any damage should display the message.

 

Run all the OnKilled links to another counter, set to the number of vehicles, and target link the counter to the 1x Off deactivate trigger.

Edited by JimTM
Posted

So, based on your comments, this is how I have it setup:

 

2vtPo5y.jpg

Posted

Thanks for clarifying Jim.

Posted (edited)

Sketch, I notice that you have a bunch of target links going to the 1x deactivation trigger rather than the OnKilled links going to the new counter and that counter going to the 1x deactivation trigger.

 

Glad to help Gambit21.

Edited by JimTM
Posted

Sketch, I notice that you have a bunch of target links going to the 1x deactivation trigger rather than the OnKilled links going to the new counter and that counter going to the 1x deactivation trigger.

 

Glad to help Gambit21.

 

It's not target links going IN to the deactivation, it's target links going OUT from the deactivation to turn off icons when the vehicles are destroyed. I tested the logic you gave, and the timer disable/enable (interrupter) works flawlessly. Thank you again. Here's a larger picture with the multi-input counter tied to a damage report and that damage report's final report (stating that the objects are destroyed) is tied to the deactivation of icons and the OnAttacked counter.

 

fcnvton.jpg

  • Upvote 1
Posted

Cool! Glad to hear that it's working for you Sketch.

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