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Counter Triggers and Count Actions

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148
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us-california
Hi,

I've tried to incorporate Counter Triggers and Count Actions into a mission that I'm developing but I'm having problems. After landing at an airport I want to either give instructions to go on or fail the mission depending on the time taken.

I came across a reply to a post from April 2007 by Horst that seemed to provide a way to do what I wanted. I tried to adapt this to my needs but haven't been successful.

Here's what I have:
An activated Timer Trigger set to the desired time; a Counter Trigger (Start 0, Stop 2) which fails the mission, another Counter Trigger (Start 1, Stop 2) which allows the mission to go on, and several Count Actions.

When the Timer Trigger fires, a Count Action increments the Fail Counter Trigger and another Count Action decrements the Go on Counter Trigger. The Airport Landing Trigger increments both Counter Triggers as well as deactivating the Timer.

My understanding of this is: when the Airport Landing Trigger fires, if too much time has been taken the Fail Trigger Counter will be at count 2 and fire and the mission will fail; if the Timer has not fired the Proceed Trigger will be satisfied, the Timer will be stopped and the Mission will continue.

Here's what's happening: regardless of the time taken a Dialog Action tells me to proceed. If I hit Esc to Refly the mission and too much time has gone by the mission starts with a Mission Failed message. If I completely exit the mission and reselect it the mission failed message is still there. If I fly another mission and then reselect the problem mission it starts with the failed message. I have to restart FSX to not start with the Fail message. I've added a Dialog action to the Timer and it is firing.

Any and all ideas, suggestions appreciated.

Jim
 
Counter Trigger/Actions

Jim, From the response, I'd say most are like me and ready to give up on these triggers/actions except for the simplest uses. I can't help but chuckle every time I re-read Paul Lange's Mission building tips re this subject...

"There is more flexibility in counting triggers and actions than you will probably ever need. In simple terms, the Count Action adds the specified value to an associated Counter trigger. When the Counter trigger’s StopCount value is reached, the trigger will fire and initiate the associated actions. You can count down instead of up, but there isn’t really any reason to do so. You can also associate more than one Count action with a single Counter trigger."

Paul either knows something, the rest of the free world doesn't or was very high on "conceptual grass" at the time of his article. I see little flexibility in the counters and lots of reasons to count in both directions...just have 0 success in applying these concepts. Let me hear from you if you ever solved your problem, as I have had several myself along similar lines. I had to alter mission plot or found a "workaround" for the counters "inflexibility".

Jake
 
Hi Folks

Jim -
EDIT -
Just realise Jama's been necroposting. :p
Jim had already sorted this in duplicate thread elsewhere.




You're approaching this entirely the wrong way. :D

You only require 1 count action.
This count action is fired by the user on landing.

That 1 count action
increments both Fail & Go On counter triggers.

The timer trigger should be used to -
- Activate the Fail counter
- Deactivate the Go On counter.



I previously posted a fully commented, permissive trigger example
for you in your duplicate threads elsewhere -
Please see SAMPLE_Permissive_Trigger_Code.zip (non-recipe version)



Counter mechanisms are extremely useful & flexible,
and can be utilised to control extremely complex interactions, and results,
once you start thinking logically, (as per logic gates). :D



HTH
ATB
Paul
 
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