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[Fixed] Presence of sea-mines borks Unit-Enter-Area trigger for weapons

 
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[Fixed] Presence of sea-mines borks Unit-Enter-Area tri... - 7/1/2021 12:52:10 AM   
p1t1o

 

Posts: 271
Joined: 4/6/2015
Status: offline
Build 1147.25

See attached save file.

To reproduce:
Switch to side: Argentina
Observe Argentinian minefield off Beunos Aires coast.
Menu: Editor > Event Editor > Triggers
Create new "Unit Enters Area" trigger
Select:
Target side = UK/FR
Target type = Weapon

When mines are present, it is not possible to select a Target Subtype (GuidedWeapon, IronBomb, Decoy etc...)

Further, the RPs will disappear from the list after exiting.

This effect is applied to existing triggers, the subtype specificity selection disappears and the RP list goes blank (and there appears to be a weird effect in the trigger window itself with other trigger types appearring along the top).

Note that pre-existing (before mines were place) weapon Unit-Enters-Area triggers will still *perform* the same, but the parameters disappear from the window.

New triggers will not be able to have a subtype applied.

When the mines are removed, the effect disappears - pre-existing triggers are restored, and weapon subtype specificity can be applied to triggers created when mines were present and new triggers created as normal.

Type of mine appears unimportant. I have not observed this effect with other trigger types, even other types of Unit-Enters-Area triggers (eg: ship subtypes are unaffected). Presumably mines are weapon-type objects.




Attachment (1)

< Message edited by WSBot -- 7/2/2021 2:48:53 PM >
Post #: 1
RE: Presence of sea-mines borks Unit-Enter-Area trigger... - 7/1/2021 1:55:20 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Fixed: This was causing an exception that stopped populating the weapon subtype. Probably affected the other triggers with this filter.

_____________________________

Michael

(in reply to p1t1o)
Post #: 2
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