Beebop Posted September 16, 2020 Posted September 16, 2020 My Counter goes off prematurely. (i thought with age this kind of thing would stop happening....) ? I have 6 Industrial Blocks set up as a factory. I want to trigger a 'destroyed' message when all 6 of them are destroyed. I have made them all Linked Entities. I have added an "OnKilled" Event Link to the Counter for every Block The Counter is set to 6. Reset is not checked. Here is the problem...after two blocks are destroyed I get the "factory destroyed" message. I re-cheked everything and it is as described above. In the manual it says in Advanced Properties for the Counter MCU that the number is "the maximum value the counter reaches before it fires." Does it fire sooner? The best example I have found in the ME Manual for using a Counter in this manner has to do with a Damage Display Switch which has a lot of logic involved. Do I need to use that? Is there another place I should look in the manual to find the information I need? Attached is how I set up the logic. All blocks are identical. I have used this same setup in other missions and it's worked fine. What have I failed to do?
JimTM Posted September 16, 2020 Posted September 16, 2020 Try the setup in "Example: Destroy a Factory Complex", on pg. 98 of the manual.
JG4_Deciman Posted September 16, 2020 Posted September 16, 2020 (edited) Just a guess, but maybe the solution: All Factory complexes inside your setup seem to have more than 1 building Maybe each building inside a complex will fire the 'OnKilled' To eleminate this (in case my guess was correct) there are 2 options: Either let each 'OnKilled' for the individual factories fire a Trigger Timer, triggering the counter and deactivate itself instantly Or if you know how many buildings inside the individual factory will report an 'OnKilled' let them trigger an additional counter (set to 5 for 5 buildings inside) and let it triger the main counter when every building inside was killed Deci Edit: IIRC the large oil tanks inside can be killed one by one, and each destroyed oil tank generates a '.... destroyed....' output in the chat. So I think I'm right with my guess Edited September 16, 2020 by JG4_Deciman
Gambit21 Posted September 16, 2020 Posted September 16, 2020 Or, use a counter for each building set to 1, do not check “reset after use” and plug each one into your final 6 counter.
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