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"Guarded by" triggers placed by script are inactive. Units with "Guard" waypoints will not act on them.
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Description

Units with guard waypoints can only act on guarded by triggers placed in the editor. Placing a guarded by trigger by script during play does not create a functional trigger that can be acted upon.

Details

Legacy ID
3739078617
Severity
None
Resolution
Open
Reproducibility
Always
Category
Scripting
Steps To Reproduce
  1. Place an OPFOR unit with a "Guard" waypoint.
  2. Place a BLUFOR unit as player somewhere out of sight of the OPFOR unit and his waypoint.
  3. Run a sqf file containing the following scrip from init.sqf

[CODE]
_trg=createTrigger["EmptyDetector",getPos player];
_trg setTriggerArea[5,5,0,false];
_trg setTriggerActivation["WEST","PRESENT",false];
_trg setTriggerType "EAST G";
_trg setTriggerStatements["this", "hint 'trigger is on'", "hint 'trigger is off'"]; [/CODE]

Additional Information

The opfor unit will just stand at his guard waypoint waiting for a guarded by trigger that cannot be created. I know that guarded by triggers do not need size and activation parameters.

Please allow guarded by triggers to be place dynamically. It could be such a powerful tool and seems like a huge oversight. This actually worries me as it makes me think that you all know about this but have chosen not to address it. :(

Event Timeline

IconoclastDX edited Additional Information. (Show Details)
IconoclastDX set Category to Scripting.
IconoclastDX set Reproducibility to Always.
IconoclastDX set Severity to None.
IconoclastDX set Resolution to Open.
IconoclastDX set Legacy ID to 3739078617.May 7 2016, 3:18 PM
Bohemia added a subscriber: ceeeb.Jul 5 2013, 3:41 AM
MadDogX added a subscriber: MadDogX.May 7 2016, 3:18 PM

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.