Caribbean Task Force Ruby, 1963: Neutral Unit Destroyed bug

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Excroat3
Posts: 436
Joined: Sat Jan 24, 2015 12:36 am

Caribbean Task Force Ruby, 1963: Neutral Unit Destroyed bug

Post by Excroat3 »

So, as I play through this scen, the event "Neutral Unit Destroyed" fires often, even though no neutral units have been destroyed. This has led to the scenario ending early, even though I was doing pretty good (by my standards)

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Caribbean ..ch, 1956.zip
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baboeska
Posts: 35
Joined: Mon Sep 15, 2014 10:17 am

RE: Caribbean Task Force Ruby, 1963: Neutral Unit Destroyed bug

Post by baboeska »

There are some glitches...
In the scenario I made, Cable-tap, no matter what I do, the NZ Navy ends up sinking a little shipping boat. I think it has to do with proximity or something, you may want to edit the "Carribean Task Force Ruby, 1963" scenario and remove the "Neutral unit destroyed" trigger
I've gone through and double checked triggers and asked for help, no answers came along.
Excroat3
Posts: 436
Joined: Sat Jan 24, 2015 12:36 am

RE: Caribbean Task Force Ruby, 1963: Neutral Unit Destroyed bug

Post by Excroat3 »

The weird thing is that the problem is not with the navies sinking neutrals, its that the event fires even if nothing is shot down/sunk. But for now, I will remove the trigger.
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Mgellis
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Joined: Sat Aug 18, 2007 2:45 pm
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RE: Caribbean Task Force Ruby, 1963: Neutral Unit Destroyed bug

Post by Mgellis »

I think the source of the bug is that there was only one trigger for all neutrals...I'll go back and edit the scenario so there are separate triggers for neutral ships and for neutral planes. That seems to solve the problem.



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