Automation - Increment counter

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Frogmella
Posts: 220
Joined: Mon May 30, 2011 2:44 pm
Location: Towcester

The signal increment counter only goes up to 100 at present. If it were made to go up say 1000 it could be used as a seconds timer for automation rulesets. That would make me a happy bunny.
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Dallas
Posts: 22718
Joined: Sun Aug 09, 2015 10:57 pm
Location: Working From Home

It already goes past 100
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Frogmella
Posts: 220
Joined: Mon May 30, 2011 2:44 pm
Location: Towcester

When I tried to set a rule to check the signal value counter, when it would get to be higher than one hundred in running the other day, it wouldn't let me. I wanted to use it as a timer but had to use a 4 second interval to get past the apparent 100 max limitation. I got it working OK, you can usually find a way round ( your (Dallas) examples have been a great help with realising that).

Perhaps a better idea would be to have a dedicated "Timer" rule thats increments a signal counter once per second from the "In-play" trigger. You could have a connected race distance/time counter where the user could set a "time per furlong" in seconds, say 15 seconds, or whatever you want, and then a user could get rules to trigger around 3 furlongs from the post or whatever he likes, the distance covered won't be precise of course, but could be useful nontheless. Say you've layed and want to test the in-running odds on your selection towards the end, in case you've accidentally layed the eventual winner (See my thread, "Finding a Loser" in "Horse Racing" I'm very good at it.) and want to bale out before you lose your shirt.

You can do it manually using the in-running times in general settings but then you have to have a ruleset for every possible race distance (which I have, and it works well, but there are a lot of them).

Again, just a suggestion for a rainy day.
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