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.
Description
Details
- Legacy ID
- 3739078617
- Severity
- None
- Resolution
- Open
- Reproducibility
- Always
- Category
- Scripting
- Place an OPFOR unit with a "Guard" waypoint.
- Place a BLUFOR unit as player somewhere out of sight of the OPFOR unit and his waypoint.
- 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]
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
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.