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Pop-Up targets no longer work with 'nopop=true;'
Closed, ResolvedPublic


With the changes to the pop-up target eventhandlers from the old script PopUpTarget.sqf to the new script TargetP_Inf_F_hitPart.sqf the targets no longer work correctly with 'nopop=true;'.

Instead of staying down they now do not go down when hit. {F21076}


Legacy ID
Steps To Reproduce

Try and shoot pop-up target in attached mission, it won't go down.

Comment out the line 'nopop=true;' in the init.sqf and the target will go down but will pop-up after 3 seconds.

Event Timeline

BearBison edited Additional Information. (Show Details)
BearBison set Category to Config.
BearBison set Reproducibility to Always.
BearBison set Severity to None.
BearBison set Resolution to Fixed.
BearBison set Legacy ID to 1965696363.May 7 2016, 3:40 PM
F2kSel added a subscriber: F2kSel.May 7 2016, 3:40 PM

Same here it becomes a fixed target.

I thought it was a special command although I've never seen it documented it always worked before.

I think whoever wrote the script must be confused as to what "pop" means. There is another class TargetP_Inf_NoPop_F (clearly designed to not to pop up) that has hitPart call disabled

class EventHandlers: EventHandlers

			hitPart = "";

this target will never go down because the animation command is in the sqf that is never called.

kylania added a subscriber: kylania.May 7 2016, 3:40 PM

Seeing the same thing here. Please restore functionality or give us some target that'll stay down and can be manually animated back up. :)

After I saw the first reply in my email, didn't have the time or inclination to respond especially as it's been that way for as long as I remember in the series.

But anyway, as a temporary measure (since I needed it for my training mission target ranges) until they either fix that script or get the nopop versions of the targets working I have created a temporary fix using a slightly modified version of the original script and the nopop targets. It can be found at

Please fix that!

Just had the same issue - nopop = true forces targets to remain up/still even when shot. Please fix this.

Fix that please. Im making firing range mission.

I am still having this issue.

Spud added a comment.Feb 25 2014, 3:05 PM

As am I, this is getting a little ridiculous now. Six months for an issue to be considered 'new' is a bit slack, BIS. Can we do something about this please?

Spud added a comment.Feb 26 2014, 11:51 AM

Just saw this has been assigned, thanks very much DarkDruid, really appreciate it.

Oh wow, and I always wondered why I never could get nopop=true to work.

so... do we have to wait another 7 months before this is fixed? i am just curious. because its been asigned for about 2 months now.

Should be fixed in tomorrow's dev branch update. Could you please check it tomorrow and let me know? Thanks!

Oh that could be an issue with newly created scripts.

How I see nopop working now is that it disables all automatic animation.

So when you use nopop = true all you do to make a target go down when shot is to add a hit eventhandler to the target.

To me it makes more sense now but we'll have to wait and see what happens.

if this is fixed it would be awesome.
besides. F2k Sel. it also makes sense that it doesnt pop up with a command called nopop.
for it to never go down or up you could just use the terc animation command right?
so in my oppinion its better if its fixed :)

Yes you should be able to keep it up with the terc animation command, that's how it was done in A2/OA.

It really doesn't bother me either way.

Marking resolved. Will be closed if nobody opposes.

this is amazing. i downloaded dev branch.
it works like a charm. just put the , nopop = true
in the init line of the target. call it T1 or something. and at a trigger
use the T1 animate["terc", 0]
that way its re-usable. thanks very much mates!!

I didn't have much time yesterday but it did seem to works as in A2 so that should be fine as it should allows older A2 scripts to work.

KDN added a subscriber: KDN.May 7 2016, 3:40 PM
KDN added a comment.May 4 2014, 10:48 PM

The regular popup targets work fine with the fix (nopup=true) that was just introduced.

I am not sure if the Oval (ground, wall left, right, top and bottom) are also in the popup family. If so then they don't seem to work as the regular popup targets.

Spud added a comment.May 6 2014, 6:49 PM

This isn't on main branch yet is it?

KDN added a comment.May 6 2014, 7:22 PM

I don't think so. I am using the current Dev branch

MadDogX added a subscriber: MadDogX.May 7 2016, 3:40 PM

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.