Hello! I've come across a small bug in the Old man scenario, in which the 2 gengarmeries detaining a weapon smuggler in the southern Luganville do not spawn. The issue is the trigger, which is activated if the player goes through that shortcut road before boing to sleep, but the event itself spawns only after that (event condition located in SE_CIV scenario:
isnil "SmugglersVisited" && [date,([BIS_StartMissionDate, 12, "h"] call BIS_fnc_CalculateDateTime)] call BIS_fnc_IsDateTimeNewer
but the trigger condition that sets "SmugglersVisited" to true, is only:
this
). This is usually an issue only if the player takes the wrong turn while driving with Arthur, or if they instead go on a scavenger/hoarding/exploration adventure and pass through that road. On the other hand, there is another similar event, south of Ouméré (SE_CSAT scenario), with a convoy being stopped due to an UXO -> in that event, the trigger setting the "BIS_UXO_ConvoyVisited" variable works correctly, and has this condition:
[date,([BIS_StartMissionDate, 12, "h"] call BIS_fnc_CalculateDateTime)] call BIS_fnc_IsDateTimeNewer && this
the solution would be fixing the Smugglers' trigger into something like:
[date,([BIS_StartMissionDate, 12, "h"] call BIS_fnc_CalculateDateTime)] call BIS_fnc_IsDateTimeNewer && this
I am this kind of an OCD gamer, who tries to do everything possible as soon as possible, and i came across this bug, because i had scavenged a lot of equipment during the first night of the Old Man scenario. There is a fix though, but it requires the player to install the simple single player cheat menu, and run a script in the debug console:
SmugglersVisited = nil