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Posted

Hi,

I created a mission where a F-15E is taking-off from Tbilisi, fly to Kutaisi and cross a trigger zone that activate an enemy convoy in the North.

At the begining, everything was fine.

At a certain point (added SAM, trigger and flag), the late activation of the convoy does not works anymore!?!

To avoid any errors, I made a list of trigger and flag I am using for each step of the mission. I remove also all mods.

I have made this mission three time from zero, with still the same result! This is just a nightmare...

Is anybody can check my mission in attached to determine if it's a bug or a mistake I didn't see?

Thanks,

Vincent

Test Caucasus.miz

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Posted

I started to see more and more reports about late activation problem after the last OB patch, however for me it works, tested in many missions:

I think it could be a problem between some kind of trigger/scripts and using late activation option in the same time (too many reports about it) however simply „late activation” works 100% without issue.

There is a problem with trigger zone now if they are destroyed (part of group), maybe this?

I don't have a diagnosis yet why it works for some and not for others.

The last patch definitely changed something in the operation of ME.

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Posted

Yes, there is a condition if "group alive less than..." that trigger the activation or other units.

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Posted
21 minutes ago, vctpil said:

Yes, there is a condition if "group alive less than..." that trigger the activation or other units.

So meybe this:

I noticed this bug too, after this triggers and flags are messy 😞

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Posted (edited)

The thing is the condition "group alive less than..." was there from the beginning of the mission.

Then, later during tests, the "late activation" was not working, despite not working anymore on this particular triggers.

Edited by vctpil

IAMD Ryzen 9 5900X 12x 3.7 to 4.8Ghz - 32Go DDR4 3600Mhz - GeForce RTX 3080 - Samsung Odyssey G7 QLED - AIMXY

Posted

Don't know if it's related, but ALARM STATE GREEN and WEAPON HOLD/FREE seems not working anymore as well.

Red unit are still firing despite defined conditions.

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Posted

Any new on the 'late activation' trigger bug? None of my missions are working correctly.

Thanks,

Vincent

IAMD Ryzen 9 5900X 12x 3.7 to 4.8Ghz - 32Go DDR4 3600Mhz - GeForce RTX 3080 - Samsung Odyssey G7 QLED - AIMXY

  • 4 weeks later...
Posted
On 12/23/2023 at 9:14 AM, vctpil said:

Don't know if it's related, but ALARM STATE GREEN and WEAPON HOLD/FREE seems not working anymore as well.

Red unit are still firing despite defined conditions.

I just made a mission where enemy units are set to weapon hold and they are not firing. Check to make sure something is not triggering them to switch to weapons free.
I can check the miz file if you provide it.

Posted

Yes, I just tested an air escort mission in PG. I was building for our scheduled flight this Saturday and every late start enemy aircraft launches as soon as the mission starts.  Some were set with triggers; such as unit enters a trigger zone active this group, while others were set based on mission time. Also, the B52H and B1-B bombers were set to start in the air at 28,000, yet they started at around 2,500, and 4 of the B52's flew into the ground.  The remaining aircraft headed toward their waypoint but stayed at 2,500.

Very frustrating after spending a few hours build a mission that is unusable.

cheers,

BD  

 
 

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Posted

Only good news is that the mission should become usable at some point this month when the next patch drops (so not a total loss), but I feel your pain for your plans this Saturday.

  • 1 month later...
Posted
49 minutes ago, Shrike88 said:

Any update on this bug ? Seems all of my triggers when using delayed activation on the F-10 radio command / Mist script using the Radio are still broken.  

What exactly is happening?  Most of the trigger bugs were that it was firing immediately when it shouldn't have and that was fixed in the last patch.  What you are describing seems to be something different.  Throw your mission up and someone may be able to point to your error.

  • ED Team
Posted
On 3/18/2024 at 1:46 PM, Shrike88 said:

Any update on this bug ? Seems all of my triggers when using delayed activation on the F-10 radio command / Mist script using the Radio are still broken.  

Is this only when using Mist?

Can someone upload a recent simple example where it happens? Thanks. 

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  • 1 month later...
Posted (edited)
On 3/21/2024 at 3:26 PM, NineLine said:

Is this only when using Mist?

Can someone upload a recent simple example where it happens? Thanks. 

Sure. I'll bite. I came here searching for a solution to my problem and found this post. I have a ground convoy that is late activation, visible before activation (this didn't seems to changes things one way or the other though). When I enter the zone as Blue, I see the message being shown, so I know the trigger has occured. But the APC just sits there. Speed of 5 kts. High probably its me doing something wrong. But I'd figure it was worth asking (and poterntially helping out the devs.)

image.png

 

Instant Action2.miz

Edited by TBo69

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  • ED Team
Posted
On 5/20/2024 at 2:38 PM, TBo69 said:

Sure. I'll bite. I came here searching for a solution to my problem and found this post. I have a ground convoy that is late activation, visible before activation (this didn't seems to changes things one way or the other though). When I enter the zone as Blue, I see the message being shown, so I know the trigger has occured. But the APC just sits there. Speed of 5 kts. High probably its me doing something wrong. But I'd figure it was worth asking (and poterntially helping out the devs.)

image.png

 

Instant Action2.miz 333.62 kB · 0 downloads

 

Ok, I think you found a bug but not the one you think you found. So if you look at the Pagan Convoy unit is set to 'On Road' but the path is not snapping to that road. That seems like an issue. When I change all the waypoints for that unit to 'Off Road' it proceeds as expected ( I also removed the 'Group AI On' Trigger as I don't think that is needed.

Will investigated the roads there and report as needed. Thanks!

  • Like 1
  • Thanks 1

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  • 2 weeks later...
Posted
On 5/23/2024 at 10:32 PM, NineLine said:

Ok, I think you found a bug but not the one you think you found. So if you look at the Pagan Convoy unit is set to 'On Road' but the path is not snapping to that road. That seems like an issue. When I change all the waypoints for that unit to 'Off Road' it proceeds as expected ( I also removed the 'Group AI On' Trigger as I don't think that is needed.

Will investigated the roads there and report as needed. Thanks!

Confirmed. That fixed it for me (setting to 'Off Road'), the truck moves now. I swear I tried that before, but maybe that when I had other units in the group (I was trying to make a Convoy).

Thanks for the help!

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ASUS Strix Z490-E, i7-10700K, Corsair Vengeance 32GB Ram 3200MHz, ASUS Strix RTX3080, Corsair 465X case

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