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WWDriftwood
Posted

So I'm setting up counters which are deactivated, assuming they are counting, so that when they get activated, if they have hit there max count they trigger, if not and there activated, then once they hit max number, then it triggers. 

 

Manual... 

Quote

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 does this still work? From my tests it doesn't seem to count until the counter is activated, then it counts my onkill and activates? 

 

Can someone confirm if deactivate counters count, then when activated should trigger if count is met? 

Posted

Have you set up a test mission?

=RS=Stix_09
Posted (edited)
10 hours ago, WWDriftwood said:

So I'm setting up counters which are deactivated, assuming they are counting, so that when they get activated, if they have hit there max count they trigger, if not and there activated, then once they hit max number, then it triggers. 

 

Manual... 

 

So does this still work? From my tests it doesn't seem to count until the counter is activated, then it counts my onkill and activates? 

 

Can someone confirm if deactivate counters count, then when activated should trigger if count is met? 

 

From memory , it just stops the counter firing, not counting. Alternatively you could stop the counter counting by using timer triggers before the input of the counter and deactivating those.

(page 275)

image.png.57de6eb2c69633d9c3fdf9fecfe4e32b.png

As Gamit21 says a simple test mission will confirm the function, in about 5 minutes. And a lot quicker  and more accurate than asking on here... 

Edited by =RS=Stix_09
WWDriftwood
Posted (edited)

Yes I have a test mission, my test show it's not working, hoping for confirmation from others on yes it does not work or only works under specific condition, current status of how works, bug, etc... That manual reference is the same area my reference is. 

 

DF Multiplayer Lapino test - AI battle it out so I can watch the groups and messages for behavior, what's killed, etc. Just select a plane from Yantar and sit on the runway then cycle through the planes as there activated watching the messages, cycling planes counting to check for accuracy based on messages. 

  • Messages at the top of the screen - Behavior changes for first 3 groups
  • top left - random AI skill level, repeat selected, on damaged selected
  • top center - skill level selected
  • top right - onkill deactivated.
  • Message at the bottom of the screen - Plane kills, when a group is activated
  • bottom left - shows 2 of, 4 of, 6 of planes killed for the each group - G1, G2, = group 1, group 2, etc. 
  • bottom center - message saying next group has been activated based on how many planes have been killed, etc.
  • bottom right - shows when count balance has been moved activating the timers that allow the next timer to start counting remaining planes.

30-40 min test...

DW-Battlezone-Mood-Swings-v4c-DF.zip

 

You can pop a player plane at Yanker, set it to invulnerable, unlimited ammo, save it as a single mission. then run it that way, otherwise you need to self serve via multiplayer or run on dserver to test. 

 

VIDEO EXPLANATION: 

View at 1080 res so it's not blurry.

https://youtu.be/r51OvTuu65w

 

If someone has deactivated counters counting so when activated they will fire if the max count has been met or activate with a current count, then continue counting firing when hitting max count, let me know. 

 

If my example is accurate showing it's not counting, maybe someone can confirm, yes, they get the same results showing it's not counting. 

 

Thanks for any input.

 

DW

Edited by WWDriftwood

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