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Posted

Howdy,

 

Does anybody know if the OnAreaAttacked command is working correctly? I have an artillery piece that is OL to an AttackArea MCU(attack Ground), and then the OnAreaAttacked event is linked to a subtitle, but the subtitle never fires, even though the artillery piece is attacking the area. Is this logic broken in the ME, or am I doing something wrong?

 

attackarea.jpg.f984fd66ae68247683c1217940431853.jpg

Posted (edited)

don´t forget 1( 1 second)trigger timer for everything 

Edited by namhee2
Posted
23 minutes ago, namhee2 said:

don´t forget 1( 1 second)trigger timer for everything 

Thanks for the reply namhee, but I have tried that already and still no joy. I also tried to change the duration of the attackarea thinking that maybe the artillery piece only gives the report when its finished attacking an area, but that also doesnt work....

Posted

Here is a video in French, even if you do not understand it you can see how it is done. I can speak French, but if you follow his lead then you will recognize over time how everything is connected.

 

 

Jaegermeister
Posted
38 minutes ago, Flashy said:

Howdy,

 

Does anybody know if the OnAreaAttacked command is working correctly? I have an artillery piece that is OL to an AttackArea MCU(attack Ground), and then the OnAreaAttacked event is linked to a subtitle, but the subtitle never fires, even though the artillery piece is attacking the area. Is this logic broken in the ME, or am I doing something wrong?

 

 

are you using a complex trigger covering the area being attacked to set off the subtitle or is it linked to the artillery piece?

Posted
5 minutes ago, Jaegermeister said:

 

are you using a complex trigger covering the area being attacked to set off the subtitle or is it linked to the artillery piece?

 

Its set to the artillery piece. The artillery piece is OL to the AttackArea MCU (set to attack Ground). The OnAreaAttacked event seems to work in the same way as the OnSpawned event, i.e you have to first click the spawner, then the thing you want to activate and it creates the blue command line between them. So my OnAreaAttacked event goes from the artilley piece, to the AttackArea MCU, then to the subtitle. Like this:

 

attackarea.thumb.jpg.d4942cca8509d2b99e91bc71d70f4c8c.jpg

 

The AttackArea logic is obviously working fine, and the artillery piece attacks the area, and then stops when the time runs out, but there is never any OnAreaAttacked event thrown, and the subtitle never appears. I think its probably a bug and that event is just not working..

  • 3 weeks later...
Posted
23.06.2019 в 15:27, Flashy сказал:

The AttackArea logic is obviously working fine, and the artillery piece attacks the area, and then stops when the time runs out, but there is never any OnAreaAttacked event thrown, and the subtitle never appears. I think its probably a bug and that event is just not working..

It looks like it really broke. I set the task for fixing

  • Thanks 1
  • Upvote 3
Posted (edited)
14 hours ago, airahusky said:

It looks like it really broke. I set the task for fixing

 

Thanks airahusky, much appreciated! 

Edited by Flashy
  • 2 years later...
Posted
On 6/23/2019 at 8:27 AM, Flashy said:

...

The AttackArea logic is obviously working fine, and the artillery piece attacks the area, and then stops when the time runs out, but there is never any OnAreaAttacked event thrown, and the subtitle never appears. I think its probably a bug and that event is just not working..

 

Before I test, does anyone know if the OnAreaAttacked report message was fixed?

Jaegermeister
Posted (edited)

 

It does not fire when set up as demonstrated in the screen above

 

Message.png.a6d28e75da0b735d163cebf9bb3a793c.png

 

 

just another excuse to gratuitously blow up Equines... sorry

 

 

Edited by Jaegermeister
  • Thanks 1
  • Haha 1

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