No_85_Gramps Posted May 14, 2021 Posted May 14, 2021 It appears that ships are again sending multiple on-killed events. I know that this was fixed some time back but it appears to have returned. In a seven ship convoy, with a counter set to seven, sometimes it only takes four or five ships to be destroyed to reach seven on the counter. I haven't noticed that this has affected vehicles though. Anyone else seeing this?
No_85_Gramps Posted May 15, 2021 Author Posted May 15, 2021 Forgot about the trains. Only thing that counts is the engine.
Cynic_Al Posted May 15, 2021 Posted May 15, 2021 If you have not done already, I would say the cheapest workaround would be to send each onkilled event to a separate non-resetting counter set to 1, then send all those counter outputs to the ship counter. 1
No_85_Gramps Posted May 15, 2021 Author Posted May 15, 2021 2 minutes ago, Cynic_Al said: If you have not done already, I would say the cheapest workaround would be to send each onkilled event to a separate non-resetting counter set to 1, then send all those counter outputs to the ship counter. Agreed. That's the way I used to do it, and now again. Thanks.
IckyATLAS Posted May 16, 2021 Posted May 16, 2021 The damage percentage trigger is also faulty in trains at least. You can have the whole train destroyed with just the locomotive remaining running and there will be no damage percentage triggered. For ships I have not tested yet.
No_85_Gramps Posted May 16, 2021 Author Posted May 16, 2021 22 minutes ago, IckyATLAS said: The damage percentage trigger is also faulty in trains at least. You can have the whole train destroyed with just the locomotive remaining running and there will be no damage percentage triggered. For ships I have not tested yet. I've noticed that also. Don't remember it being a problem before.
DN308 Posted May 16, 2021 Posted May 16, 2021 I’ve just noticed that issue. I have a mission where some groups of bombers have to destroy a rw station with a train and some blocks. When the counter which trigger when 5 blocks or carriages are destroyed, state the right amount of destruction is reached, a media start and an objective appears on the map. This logic happens at the very beginning of the game starts. No bomber over the target, no destruction occurs. Just the logic triggered under no reason. I suspect the blocks and more likely the train drive to that. Even the train « moves » miraculously from a rail to another in the rw marshaling, I don’t know why.
Cynic_Al Posted May 17, 2021 Posted May 17, 2021 10 hours ago, IckyATLAS said: The damage percentage trigger is also faulty in trains at least. You can have the whole train destroyed with just the locomotive remaining running and there will be no damage percentage triggered. For ships I have not tested yet. So that would be an entirely different subject, right?
IckyATLAS Posted May 17, 2021 Posted May 17, 2021 2 hours ago, Cynic_Al said: So that would be an entirely different subject, right? Yes and no. I suspect that being killed or being damaged is basically the same internal process and it seems to be a problem for larger sructures like ships and trains where you have multiple components that build up the object. You may get multiple killed triggers if you have multiple components that build up the object and each component is indeed killed. Imagine a ship where each gun turret is a subcomponent that when hit is killed. The ship is partly damaged but the turret is killed. Same for engine etc. I have no idea how it is indeed how these damages are managed but clearly there is an issue, and the logic could have weird effect on different object types. 1 1
Gambit21 Posted May 17, 2021 Posted May 17, 2021 On 5/15/2021 at 6:13 AM, No_85_Gramps said: Agreed. That's the way I used to do it, and now again. Thanks. It should always be your default workflow FYI. 1
Beebop Posted May 22, 2021 Posted May 22, 2021 On 5/16/2021 at 2:54 PM, DN308 said: the train « moves » miraculously from a rail to another in the rw marshaling, I don’t know why. On this matter perhaps the train was placed on a "non-active" track, that is one that the AI would not travel on if going through the rail yard. I have placed trains on sidings as the start point but as soon as they are triggered they move the the "AI Main Line".
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