AcidBath Posted January 24, 2021 Posted January 24, 2021 (edited) I've been seeing rare but minor problems with the execution of my missions which can be best attributed to a counter losing an event because two such events that are tied to that counter occurred at the same exact time. There is a ME group documented in the manual, Multi-Input Counter, to rectify such a situation, but my implementation is such that this group cannot be used in these missions. I've looked at other workarounds with no joy; in my testing I ran this code to see if I could force such a situation. Surprisingly both counters in this example trigger on 2, so does this definitively show that such simultaneous counter inputs are (always?) properly counted by the counter? Any wisdom to be shared here? Thanks for reading. Edited January 24, 2021 by AcidBath
IckyATLAS Posted January 25, 2021 Posted January 25, 2021 I would not target link two Mission Begin Translators to one counter. In my missions all the Mission Begins are first target linked to a timer. This timer is according to the missions scenario needs and can go from minimum 1 second to whatever length of time that makes sense in your mission scenario. In this way I try to avoid having too many events happening exactly at the same time. In our type of simulation except for special functions, time steps of under half a second or 500 msec do not really make sense. And do not forget that the time is relative in this game (and everywhere by the way as Einstein has demonstrated) and it does slow according to game load. So the internal clock is not running at the same speed as your wrist watch chronometer. All time are relative in this game and there is no absolute timer. I think that having events perfectly simultaneous is not a very good idea, because it will never be really simultaneous, and I do not see why we would need perfect simultaneity anyway. In general I have not more than one Mission Begin in a 1st level group. 1st level groups are the basic groups which contain no groups themselves. But you can have such basic groups (building blocks) without mission begins because either they contain only passive objects like blocks, grounds, flags etc. or other objects but that are always activated at a higher level. Regarding Timers they should not be zero. You could have one set to zero just for generating multiple branches (or paths) purposes but I have always put a minimum amount of time even if it is 500 msec. You can also use a counter set to one, for branching, except that with the counter you cannot control time.
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