p1t1o -> [Fixed] Presence of sea-mines borks Unit-Enter-Area trigger for weapons (7/1/2021 12:52:10 AM)
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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.
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