Triggers with large radius not working for civilians due to wildlife sharing same properties. {F18346}
Description
Details
- Legacy ID
- 2912227802
- Severity
- Major
- Resolution
- Suspended
- Reproducibility
- Always
- Operating System
- Windows 7
- Category
- Editor
Place civilian on map, then place trigger with small (5m) radius set to activate on civilians death.
Shoot civilian TRIGGER ACTIVATES :-)
Now add rabbits inside trigger with civilian and shoot civilian, rabbits prevent trigger from activating :-(
Now remove rabbits leaving just civilian and increase trigger radius (1000m) shoot civilian. Trigger not activated due to ambient wildlife being detected as civilian :-s
Event Timeline
Nice catch! For nearly a whole day I've been trying to figure out why my trigger wasn't firing properly for a waypoint move. I had been using a civilian as a test trip for the trigger so I could observe that OPFOR moved correctly and it never triggered. Changed it to BLUEFOR and it fired as expected.
Now I know why and that I'm not crazy and the trigger is correct...thank you :-)
lol Took some figuring out, was tearing my hair out :-s
This desperately needs fixing.
I've had to put a mission on hold because of it.
Since OFP through to Arma3, there are many world objects that aren't human that are on the civilian side (such as buildings, editor placed objects, animals, empty vehicles). It's unlikely to change.
This can be inconvenient, but it is possible to use more complex trigger conditions to achieve the result you want.
if only there were an option to disable the spawning of rabbits, snakes, 1 billion flying insects, etc. They cause way too much overhead on clientside scripts that get objects within a radius, and in most cases, don't add anything to the mission/gameplay anyway.
Yes I ran into this problem tonight with snakes tripping the civilian triggers.
I couldn't even filter them out as they seem to be seen as "man" when using iskindof.
There are far too many snakes especially on the runway.
Also for some reason flies don't seem as well rendered up close in A3 as they were in A2.
It turned out that I created this: http://feedback.arma3.com/view.php?id=6255 and I did not find this ticket while searching.
So in honor of this ticket, I have uploaded the same mission on my ticket, which I created a mini debug for my mission, to count how many units are in a trigger.
I did not put any civilians on the map, only Blufor and Opfor, yet in the mission you see the Civilian counter go up and down. And this is using "isKindOf "Man"". So I hope it helps to raise this issue even more with the Devs.
Upvote++
http://feedback.arma3.com/view.php?id=1828
Same issue but if you kill an animal it counts as civilian kill.
Took me a long time to realize wildlife "counts" in triggers... They should be their own "side".
This still an issue in Arma 1.50.
Triggers set to "CIVILIAN" or "ANYBODY" activation are triggered by animals. I'm told this is caused by animals inheriting from the "Man" class.
As a test, putting "hint str(thislist)" on activation results in: "[Agent 0x6be5a700]".
This is a major mission-breaking bug.
I tryed to do a mission with 4 teams. using the Civilian Side as guerrilla. Was annoying to have wildlife capturing all the sectors.
As a workaround for now you can use the "enableEnvironment false" command in a trigger set to "true" instead of "this" so it will activate immediately to prevent the spawning of all animals and insects ... until the devs fix this by putting animals in their own side separate from the civilian side,