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Dismissed waypoint needs to be skippable/completable without combat
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Description

As it currently stands, the dismissed waypoint can not be skipped or completed without the group being dismissed finding an enemy unit. This causes issues when the waypoint is set to activate under a trigger or is skipped entirely by the use of scripts, neither of which cause subsequent waypoints to be executed.

As a trivial example, queuing a "GETIN" waypoint after a "DISMISSED" and skipping to it via setCurrentWaypoint causes a no-op, albeit having the dismissed waypoint's onActivation run.

This also doesn't seem to be a new issue as seen here.

If the "DISMISSED" waypoint is meant to be used only as an end-state waypoint (i.e. at the end of a waypoint queue), please document it as such, at the moment the documentation of the waypoint only claims:

Note that the dismissed waypoint does not inherently alter behaviour mode, nor make units disembark, land aircraft, or turn vehicle engines off. A dismissed waypoint is completed if the group comes into contact with any enemy units.

Which suggest it interacts like any other waypoint.

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
AI Control / Commanding
Steps To Reproduce

Queue any waypoint after a "DISMISSED" waypoint and attempt to skip it via waypoint-trigger activation or via scripting commands, neither will result in proper operation. In particular, using setCurrentWaypoint causes the "DISMISSED" waypoint to appear to have completed (it's onActivation gets called) though no subsequent action is taken.

Event Timeline