caryatid23 Posted June 12, 2022 Posted June 12, 2022 (edited) Example project files attached. Essentially, If you have an active a set of units ( in this case ju87s ) run down some waypoints; then, after the waypoints, you deactivate that set of units, activate a new set, and ask that new set to run down the same waypoints; then the last waypoint in the set triggers early. It triggers when the second to last waypoint set is hit. If you actually keep this running they keep triggering earlier and earlier in the chain. With this same setup, but unique waypoints for each set of units then there is no issue. Happy to answer any questions or provide other examples. Thank you! build.7zip Edited June 12, 2022 by caryatid23 Updated attached project to be simpler and still show the issue
JimTM Posted June 12, 2022 Posted June 12, 2022 (edited) I think your problem may have to do with the deactivated plane still being present somehow in the last waypoint and causing it to fire. Try deleting the plane instead of deactivating it when it reaches the last waypoint. Here's a test (free) tank mission using deactivate to demonstrate the problem: JimTM - Test Multiple Vehicles Through Waypoints.zip And here is the same mission using delete instead to demonstrate the solution: JimTM - Test Multiple Vehicles Through Waypoints - v2.zip In the version 2 mission, note the different setup for the target links from the counters. Start each mission and then press F12 > F11 to view the tank as it moves through each waypoint. To save time, run the mission at x4 speed (or move the waypoints closer together). Edited June 12, 2022 by JimTM
caryatid23 Posted June 12, 2022 Author Posted June 12, 2022 Amazing -- that is correct: switching to delete no longer causes the above behavior. Still think it's a bug however; don't think de-activated units ought trigger things like waypoints. Additionally using delete is more complicated because it doesn't work on formations; each unit needs the delete attached. Thank you!!!
JimTM Posted June 12, 2022 Posted June 12, 2022 14 minutes ago, caryatid23 said: ...Still think it's a bug however; don't think de-activated units ought trigger things like waypoints... Yes, a bug or an undesirable feature. 26 minutes ago, caryatid23 said: ...Additionally using delete is more complicated because it doesn't work on formations; each unit needs the delete attached. A bit more complicated but not too bad. You just need extra target links from the single delete trigger to each member of the formation.
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