Event Controller, Event: Distance to Locked Target does not have/trigger 2nd action

Alvaren Myras shared this feedback 22 days ago
Not Enough Votes

This seems by design so I'm submitting a suggestion to add this feature.


Unlike all other Events in the Controller, Distance to Locked Target cannot trigger any second action placed.

I tried designing a simple system with both Defense and Offense blocks to make an early warning system that then turns into an engagement system.


Defense detects at 2,500, Event Controller detects at 1,000

Order of Events:

Defense Behavior is on by default,

enemy detected and locked on by Defense,

Alert Lights are triggered ON,

enemy gets in range,

Event Controller triggers and turns Offense Behavior ON with 1st action,

combat happens enemy dies,

Offense no longer detects enemy in range,

Event Controller should activate 2nd action and switch ON Defense Behavior auto switching Offense Behavior OFF,

Defense says no enemy nearby and turns OFF Alert Lights.


However it never turns Defense behavior back on due to not having a 2nd action

this is quickly replicated by using just lights

Lights ON in 1st slot, Off in 2nd

Have an enemy ship get in range and the light will turn on, exit however they will NOT turn off.

I feel like having the ability to trigger the 2nd action should be obvious as all other Events work that way and was quite confusing to find out this didn't.

Replies (2)

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Hello Engineer,


Currently, the Distance to Locked Target event only triggers when the locked target crosses the distance threshold—not just when it's within range. So, the event won’t fire upon locking the target if it’s already within that range; it needs to actually cross the threshold distance during gameplay.


Let us know if you need more clarification or have other questions!

Best Regards,

Keen Software House

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Why is this in feedback? This is a bug, and support here has misunderstood the submission.

The expected behavior of the distance to locked target mode on event controllers is that slot 1 is activated when the condition is satisfied, slot 2 when it isn't, just like all the other modes on the event controller.


The report states that slot 2 is never firing because the locked target never "leaves" and that is unexpected behavior. Loss of a target lock should evaluate as the target going to maximum range, or similar.


@Alvaren, The Defensive AI block has toolbar actions that fire reliably for this use case, they're just not labeled.

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Because it was reported as a bug and nothings come of it after 6 months, so clearly they intended it.

I'm suggesting that they fix this where, when it loses the target (leaves distance or dies) it triggers the second action.


I'm not even getting into that last toolbar comment as that has nothing to do with what I'm suggesting.

It should have a second trigger no matter what for Distance to Locked Target as all other Events do.

It should trigger after losing it's target.

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Movement on the (many!) issues with EC functions has been glacial, there's another ticket I looked at recently that was about a related but separate issue that has been sitting "reported" for the last two years. I appreciate trying a different tactic but the feedback forum is essentially a black hole where nothing ever happens.


RE: defensive AI toolbar stuff. I'm not talking about toolbar actions for you in a cockpit, i mean that there's a "setup actions" button in the block's control panel that has two slots that fire when the AI acquires and loses a target. It doesn't have range controls, but combined with an EC you can probably build a workaround for your use case.

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I am aware of the Defense Blocks Setup Actions button as per my post containing me using said button to trigger Alert Lights.


Perhaps we need and entirely new Event called Target Locked that triggers whenever a Target is locked and unlocked(range or death) to fix this problem.


I have managed a work around with timer blocks that somewhat works but it's flawed and causes unnecessary pauses that results in loss of DPS and windows of vulnerability to the Ship.

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Aie yah, I need to read more thoroughly

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