XCNuse Posted January 20, 2021 Share Posted January 20, 2021 Tried to use time since flag as a timer to keep track of the time to spawn in units, was doing a quick test having it run every 15 seconds and spitting out a message to check it. I noticed that within even 1 minute, the timer had fallen off track time-wise very quickly, surely something is wrong here. Alternatively, anyone reading this, if you have any solutions that would increase flag value every X minutes, would be appreciated! time since flag not keeping track of time.miz Link to comment Share on other sites More sharing options...
toutenglisse Posted January 20, 2021 Share Posted January 20, 2021 Probably I don't understand the issue, but on my side when playing this .miz all seem normal, every 15 seconds the "test" message appears and I have added a message to display at same time the Flag1 value, that shows the value increasing each 15 seconds. time since flag not keeping track of time-mod.miz Link to comment Share on other sites More sharing options...
XCNuse Posted January 20, 2021 Author Share Posted January 20, 2021 (edited) very strange.. Mind doing a test for me then, if you go into a speed multiply mode; does it lose track then? I think it's ctrl-z? or ctrl shift z? the repetitive trigger should have a pop up "test" every 15 seconds but, the first one for me was at 16 seconds mission time (as expected), the second one was ~32+ seconds, the third was around 47 seconds, and the fourth was at like 70+ seconds or thereabouts... I'm not 100% positive if I didn't test it without time multiplication, was running tight on time this AM, but surely time multiply shouldn't break a time counter like that that fast either way Edited January 20, 2021 by XCNuse Link to comment Share on other sites More sharing options...
toutenglisse Posted January 20, 2021 Share Posted January 20, 2021 Probably a lag due to the repetitive trigger : this one is launched/tested every second so if 15sec happens but trigger was tested a hair before it will only be tested a second later... a guess. Link to comment Share on other sites More sharing options...
Rudel_chw Posted January 20, 2021 Share Posted January 20, 2021 (edited) I used this logic, Flag 1 is checked once per minute, while Flag 2 counts how many minutes have elapsed. I use three triggers: 1) Initialization: 2) Every 60 seconds, I add 1 to Flag 2, print a message on screen with the elapsed time, toggle flag 1 to re-start its timer. 3) I terminate the cycle when 3 minutes have elapsed: Just tried it and the precision is within +/- 1 second on each 1 minute cycle. Here is a mission that makes use of these triggers: Edited January 20, 2021 by Rudel_chw For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600X - 32 GB DDR4 2400 - nVidia GTX1070ti - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar - Oculus Rift CV1 Mobile: iPad Pro 12.9" of 256 GB Link to comment Share on other sites More sharing options...
XCNuse Posted January 20, 2021 Author Share Posted January 20, 2021 Must be a time multiply issue; Thanks for that Rudel, I like that method better than what I was doing by increasing the flag! That said I think I could do some interesting things with a +1 to the flag with random events and random flag counting, but I'll check out that method instead! Link to comment Share on other sites More sharing options...
XCNuse Posted January 21, 2021 Author Share Posted January 21, 2021 As an update, set up a very similar trigger setup as yours in those screenshots Rudel, thanks for that, works PERFECTLY! 1 Link to comment Share on other sites More sharing options...
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