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Cancel active timer
Cancel active timer











This is the extent of the documentation written by the devs on the use of Modifier MCUs. For example, a certain mission event like a premature elimination of some targets can lower the threshold of a Counter to make sure the others are eliminated at the moment the player arrives to the waypoint.

cancel active timer

To alter a Counter value, use the 0 index of the controllable value or alter Counter threshold using the 1-st index. modifying a Counter trigger value and threshold (initiall set in a mission). For example, this can be used to reset and stop a timer in a mission, delaying some events tied to it. When set to a negative value, the time counter is reset and the timer stops until the next input.

cancel active timer

A modifier can set, add or substract the time value in a timer by using the 0 index of the controllable value and 1-st field of the value vector. We plan to widely use them to alter various triggers in the future, but at the moment they can be used for: To do this, there are two new logical objects Modifier: Add Val and Modifier: Set Val. The only other case for me to start a new campaign project in the actual conditions, would be BoP (Pacific theater of war).įor mission designers we added a way to control Timer and Counter values dynamically. If there is a real change in the attitude towards us as mission developers and the editor gets really supported then maybe I may continue starting a new project. One reason is also that BoK is the best released map up to now. This is why I have decided that after the release of the second part of my campaign Wall of Kuban, I will have finished my project, I will just continue supporting this campaign across updates, and improve it here ad there, but I will not start a new project with BoBp or BoN. So he released it without any commitment whatsoever. We must not forget that the editor was given as is to us because we insisted a lot to have it.

Cancel active timer manual#

Anyway it was never documented in the beginning and the whole editor itself was in fact never documented and without Jim's manual we would be in the blue or loose an incredible time to learn it. They probably changed its behavior because they needed it for something else. We discovered Set Values features thanks to you and Sketch, and as things are I would not count at all on the developers to restore this function. But if it works on your server missions then it should be fine also with my solo campaign missions. To be tested in a very loaded processing environment. I tested the Set Value problem and I confirm they have screwed the function. I am amazed that this defect hasn't caused more problems, or at least enough to get a base of users upset about it.

cancel active timer

Of course, all this a big pain in the butt and completely unneeded if the Modify:Set value MCU gets fixed soon. BTW, using a timer value less than 20 ms is effectively 0 ms, and all timers values are rounded down to the nearest multiple of 20 ms. Not saying that this is perfect (though more can be done so it can be), but it gets the job done for now at least. This trigger signal will start the timer at its original programmed time, the delay is used to enforce that the Activate must occur first. To have it triggered again (though I coded this so it's done even the first time it's triggered), first feed it an Activate MCU then 20 ms later feed it the trigger signal. This time, let's imagine we have an old legacy database and want to migrate its data into a new database with a better schema.I've used a workaround, which is to stop/cancel/abort an active timer by using a Deactivate MCU.











Cancel active timer