Page MenuHomeFeedback Tracker

"Whole Group" trigger activation acts as "Any group member" and vice-versa
Closed, ResolvedPublic

Description

It seems as though "Whole Group" acts just like "Any group member" when it comes to activating a trigger, and vice-versa. In my case, the trigger should activate when a whole enemy group isn't present, but the trigger activates as soon as a unit of that group dies.

This is a tricky situation as many mission editors must've used "any group member" when they originally meant "whole group" (and vice-versa) as a workaround, and correcting this bug can and probably will break some missions, but it still needs to be fixed. {F26161}

Details

Legacy ID
283496919
Severity
None
Resolution
No Bug
Reproducibility
Always
Category
Editor
Steps To Reproduce
  1. Create a group in the editor.
  1. Create a trigger, make it big enough so that no members are outside of it, link it to the group leader and change the activation from "vehicle" to "whole group", and "not present". In the 'On Act' just type 'hint "Trigger Activated"'.
  1. Create your player and preview the mission.
  1. Kill a member of that group and notice that the trigger activates even though it shouldn't.
Additional Information

Thought I'd just upload the mission.sqm file of a quick example.

Event Timeline

Roach edited Steps To Reproduce. (Show Details)Apr 22 2015, 6:57 PM
Roach edited Additional Information. (Show Details)
Roach set Category to Editor.
Roach set Reproducibility to Always.
Roach set Severity to None.
Roach set Resolution to No Bug.
Roach set Legacy ID to 283496919.May 8 2016, 11:59 AM
Roach edited a custom field.
Adam added a comment.Sep 9 2015, 12:40 PM

Not a issue.

Explanation:

Trigger with activation Whole Group is activated only when every member is inside.

With Not Present activation type, it's activated when not everyone is inside (not when no one is inside, as assumed in the ticket)

When you kill one member, he ceases to be in the trigger and the whole group is no longer inside.