distance to locked target not updating Event controller with offensive combat grid ai
Reported
I have an event controller set to trigger an action based on distance to locked target, the block selected is the offensive combat automatons block. (working flight ai as well). The value being output by the offensive combat block isn't being updated from when it first locks onto it (I found this by looking at the text shown by the event controller showing input).
In order to get this system to work I had to have a timer block reset clock which toggled the combat ai on and off constantly.
when It reset the combat ai block and the grid was in motion the values inputted into the event controller seemed to continually update for a second but then stopped.
I'm having the same problem. Might be hard to get enough attention as it would require so many people to attempt the same ideas. I tried to use Event Controllers to create a cluster missile that launches submunitions when Distance to Locked Target is less than 750, missile gets within 750m, nothing happens. Neither action 1 nor action 2 happen. Sometimes they work, most times it doesn't, very strange bug.
I'm having the same problem. Might be hard to get enough attention as it would require so many people to attempt the same ideas. I tried to use Event Controllers to create a cluster missile that launches submunitions when Distance to Locked Target is less than 750, missile gets within 750m, nothing happens. Neither action 1 nor action 2 happen. Sometimes they work, most times it doesn't, very strange bug.
Hello. engineer!
Thank you for letting us know.
The issue has been reported to our internal system.
Kind Regards,
Keen Software House: QA Department
Hello. engineer!
Thank you for letting us know.
The issue has been reported to our internal system.
Kind Regards,
Keen Software House: QA Department
In addition to my upvote for this issue, if the combat blocks had a programmable-block accessible property to provide range to locked target, those of us inclined to work with programmable blocks could write scripts to poll that value and "fix" this problem ourselves.
In addition to my upvote for this issue, if the combat blocks had a programmable-block accessible property to provide range to locked target, those of us inclined to work with programmable blocks could write scripts to poll that value and "fix" this problem ourselves.
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