Version: 1.0.72.0
Frequency: Consistently
Severity: Blocker
Marketplace package name: Emerald Object Library & 8AK5 Fort Crosby
(Library contains the controller script, which affects SimObjects and Wwise sounds called in the airport scenery.)
Bug description:
I use a basic WorldScript in my object library that acts as a controller for a lot of dynamic features in my sceneries. This includes stuff like, making Wwise audio only play when certain simvars are met that are not supported by the Wwise XML or making SimObjects appear or disappear based on variables that I cannot read in a SimObject XML.
It’s a workaround in 2020 to get around a lot of limitations of those two systems.
The WorldScript uses a SimMission.Calculator to write a custom Lvar if certain conditions are met. For whatever reason this Lvar no longer changes. I am not exactly sure if this is a fault in the script or if this goes deeper into the actual simvars themselves. At the moment, it seems that the script just doesn’t update the Lvar to 1 and it remains 0 if I debug it using the Behaviors tool in the sim.
Here is an example of some conditions I use for an Owl SFX in the scenery. The Owl should only be audible at night near the Hangar at Fort Crosby, but because the Lvar is not being updated, it plays all the time:
<SimMission.Calculator InstanceId="{C826657A-5392-464D-B510-6834BE4862FF}" id="NightNoWX">
<CalculatorActions>
<CalculatorAction>
<CalculatorFormula>(E:TIME OF DAY, Enum) 3 == (A:AMBIENT PRECIP STATE, mask) 2 == and (L:ESD_NightNoWX, bool) !=</CalculatorFormula>
<OnActionCompleteFormula>(E:TIME OF DAY, Enum) 3 == (A:AMBIENT PRECIP STATE, mask) 2 == and (>L:ESD_NightNoWX, bool)</OnActionCompleteFormula>
</CalculatorAction>
</CalculatorActions>
</SimMission.Calculator>
Repro steps: Spawn in the hangar at Fort Crosby and you will hear an Owl call from the trees just to the right, every so often.