Curly Posted April 22, 2014 Posted April 22, 2014 Many of the stock missions make use of triggers which use the Activate Group Command. Though none of the units to be activated have a late start selected. Which means all the units spawn at once. For a lot of the missions to become playable, you have to use the mission editor and make them late starts. This seems to be effecting all of the solo missions and the instant action missions too.
Flagrum Posted April 23, 2014 Posted April 23, 2014 Many of the stock missions make use of triggers which use the Activate Group Command. Though none of the units to be activated have a late start selected. Which means all the units spawn at once. For a lot of the missions to become playable, you have to use the mission editor and make them late starts. This seems to be effecting all of the solo missions and the instant action missions too. Can you give an example mission? And is that 1.2.7 or 1.2.8?
Curly Posted April 23, 2014 Author Posted April 23, 2014 Can you give an example mission? And is that 1.2.7 or 1.2.8? 1.2.7 Here are quick few, but it seems to be most of the mission that come with game. East Georgia: Group Tank AD is only supposed to activate once the bridge is destroyed. The SA 9 Streala 1 is present before hand. The group Patrol is supposed to activate only after, group supply is dead. It is active at the start. In The Weeds: Shilka Groups 1,2,3 are supposed to have a 50/50 chance of spawning. They all spawn because they are not set to late activation. Also it looks like there maybe a bug in the trigger condition for the group 3 trigger. The trigger title indicates that it is supposed to apply to group 3 but it applies to group 4. The SA9 groups 1,2 and 3 are also supposed to have 50/50 chance to spawn as well but all are present. Kahshuri Gap: Russian AD 4,5 and 6, RU tank 2-1, 2-2 and 2-3 along with some of the german units are supposed to activate after a trigger. They all just go at the start. Pretty much any mission that is supposed to have group activate after a condition, fails to do so, all the units just go active from the start.
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