
Originally Posted by
2k1Toaster
Well the "then" part of the if/then work. Anything that a button can "trigger" a then statement can do now with the same syntax. I broke that button code off to make it generic so it actually passes through the same code no matter what calls it now. If I made one of those flow charts for this program it would be a rats nest of generic criss crossing.

I had hoped that's what it was. Now I can get some more done.
A few questions/observations:
In your new default skin file;
change Output2_ButtonNumber2's vote attribute to "attached". Run it and see if that's the response you expect. For me it locks the button on(primary). If I change that output's default state to off, then the top button which is also attached but it's opinion is "off", goes to the primary image.
I've been trying to work with the vote (attached) attribute, but I'm using variables. I wasn't getting what I expected so I started with something that I knew used to work. When two buttons were attached to the same output, I could affect one button from another through the output's state. That didn't seem to work for me now, like it used to.
I'm trying to replace "trigger output" with "change variable". Then running an "if" in logic to look at that newly changed variable :
Code:
...
<button
id="select_BiLevel"
enabled="yes"
function="change variable"
functionTargetID="preModeBiLevel"
vote="attached"
vote_opinion="true"
vote_priority="medium">
<images
imagePrimary="Images\Buttons\DO\BiLeveldown.png"
imageSecondary="Images\Buttons\DO\BiLevelup.png "
imageDisabled="Images\Buttons\DO\BiLevelup.png"
imagePushed="Images\Buttons\DO\BiLeveldown.png">
</images>
<display
size="82,52"
location="5,122"
page="0">
</display>
</button>
<button
id="select_FloorDef"
enabled="yes"
function="change variable"
functionTargetID="preModeFloorDef"
vote="attached"
vote_opinion="On"
vote_priority="medium">
<images
imagePrimary="Images\Buttons\DO\FloorDefdown.png"
imageSecondary="Images\Buttons\DO\FloorDefup.png "
imageDisabled="Images\Buttons\DO\FloorDefup.png"
imagePushed="Images\Buttons\DO\FloorDefdown.png">
</images>
<display
size="82,52"
location="5,330"
page="0">
</display>
</button>
Code:
...
<all_variables>
<variable
name="preModeBiLevel">
0
</variable>
<variable
name="preModeFloorDef">
0
</variable>
</all_variables>
Code:
...
<all_statements>
<if
priority="medium"
fire_on="logic">
<parameter1>
<variable
do="get">
PreModeBiLevel
</variable>
</parameter1>
<then>
<do
function="change variable"
functionTargetID="preModeFloorDef"
vote_opinion="false"
vote_priority="medium"></do>
</then>
</if>
</all_statements>
I thought that this would let me push the first buton on, turning it's variable to true. Then by pressing the first button, it would turn the second's variable to false, changing the buttons state.
Does that 'seem' right to you?
I was hoping some variation of this would interlock two buttons. I've tried with and without "equals true" variations in the if comparison, but I don't know if it's needed here, or what the syntax is for "is equal to".
I realize I'm still at a disadvantage without real outputs, and no debugger, but I really thought this would work.
Bookmarks