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Question about Counters to be activated by Modifier:AddValue


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Posted (edited)

Hi,

At first a small question before it is becomes too complex:

If I add a value (e.g.: 160) by using a MCU_ModifierAddVal to a MCU_Counter with "Counter = 150;"

 

Will the counter fire only if "Counter = 150;" is exactly reached?

Or will the counter fire for each higher value too that is added (in this example 160)? (My intention)

 

Many Thanks in Advance

 

Edited by kraut1
Jaegermeister
Posted

Not sure why you would do that, but I would suggest making a simple logic set test mission, trigger your +160 modifier and see if the 150 counter triggers with a test subtitle reading “150 counter complete” or similar. Then you would know.

  • Thanks 1
Posted

Keep you logic as simple as possible. 

Jaeger is on point with the subtitle/debug logic.

 

Why would you use "add value" ?

 

  • Thanks 1
Posted (edited)
23 hours ago, Jaegermeister said:

Not sure why you would do that, but I would suggest making a simple logic set test mission, trigger your +160 modifier and see if the 150 counter triggers with a test subtitle reading “150 counter complete” or similar. Then you would know.

 

11 hours ago, Gambit21 said:

Keep you logic as simple as possible. 

Jaeger is on point with the subtitle/debug logic.

 

Why would you use "add value" ?

 

Hi, thanks for your answers. It`s only a bit strange  idea.

Here only for information for you a description of the purpose, I will test later a simple example as proposed by you.

Please forgive me my wrong wording in respect of the logics.

 

Currently I am flying mostly missions created with EMG by Vander.

(I myself like EMG because I can create short missions, flyable in ca. 20minutes and I can limit effectively the number of planes / ground objects to avoid fps issues with VR)

The results I write in an Excel Logbook.

My idea:

The missions created with EMG are based  on Template missions. The template mission consists only of the *.Mission file and the *.eng file, no binary is used.

I want to add a Group to the template mission that shall report at the start or the end of a mission:

-Medals of the player:

Depending on the number of air victories, destroyed grond targets and ships I want to show images (with MCU_Media translator) of awards of the pilot:

E.g.: If a german pilot has shot down e.g.: 10planes an Image with the Iron Cross2nd class and an iron cross 1st should be displayed for 5 seconds.

Of course for other nations are other awards possible too.

-Promotions/ rank of pilot:

Similar as for awards, in respect of number successfull missions.

 

Data into input:

After each mission the pilot writes the results in the Logbook Group in the Template file as values of some MCUs  MCU_ModifierAddVal for missions flown, planes shot down, ...

And in the Group there should a logic of MCU_ModifierAddVal, Counters, Timers for activating the images with the medals and the rank.

 

After the data input the player generates the next mission with EMG.

 

When the mission is started the group is started maybe after 1second.

Now should, extremly simplified only one example:

The MCU_ModifierAddVal with value 10 shall be fired and inputs it's value to the linked counter with "Counter = 10;" The activated counter fire the MCU Media with the image and maybe deativate other  Counter for other medals.

But now back to my question:

This idea could only work, if the counter reacts for all input values same or highter than the "Counter = xx;"

If the counter reacts only for the exact same input value it would not work.

 

I will try a simple example of the logic and come back to you.

 

 

 

Edited by kraut1
AEthelraedUnraed
Posted

Fun idea. As long as you manually change this logbook group, it should be feasible. Perhaps you could even write an Excel macro or something to automatically generate the template.

 

I *think* the counters trigger on equal or greater; meaning that if you've got 3 counters of respectively 5, 10 and 20 and you add 10 to each of them, those of 5 and 10 will each trigger once. But if you want to be sure you'll indeed need to test it :)

  • Thanks 1
Posted (edited)

Okay, you all were right that at first a very simple situation to be tested:

This works, values equal and higher activate the counter:

image.png.73b4360fa589197ab0853cf2d2e42b5a.png

 

What I tried during my first tests was to insert timers between the ModifierAddValues and the and the counters.

This does not work:

image.png.c32060c20d9828ed4b15fd75a33b961d.png

 

What works is this (test for the 2 highest ranks Award07, Award08:

-all counters get the signal at same time.

-after each counter 1 timer:   with 60ms to show the subtitle or image.

And one to deactivate the lower awards, For Award08 the shortest (20ms), Award07 (24ms), ...

              

image.thumb.png.56b1b439cda81acd85cbe7aa51d465d0.png

For: input-air-vic 97 + input-grd-vic 5 + input-ship-vic:

image.png.a7b1d2bc00a8b254a3b736c5ffcc6d07.png

For: input-air-vic 146 + input-grd-vic 5 + input-ship-vic 5:

image.png.2954f646583fbb2309167fac2d1f833a.png

 

 

Next step is to check to implement the group in the template, to edit the values in the template before mission generation and to test the generated missions.

this will take some time...

 

Edited by kraut1

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