Editor: Timer Condition doesn't reset itself upon trigger deactivation

:arrow_forward: GAME INFORMATION

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  • GAME BUILD #: #107882
  • GAME PLATFORM: Steam
  • OPERATING SYSTEM: Windows 10

:arrow_forward: ISSUE EXPERIENCED

:point_down: DESCRIBE THE ISSUE IN DETAIL (below). LIMIT TO ONE BUG PER THREAD.

Since last patch, the “Timer” Condition doesn’t reset itself upon trigger deactivation and reactivation. A Timer Condition should always reset itself upon deactivation of its trigger.

:arrow_forward: FREQUENCY OF ISSUE

:point_down: How often does the issue occur? CHOSE ONE; DELETE THE REST!

  • 100% of the time / matches I play (ALWAYS)

:arrow_forward: REPRODUCTION STEPS

:point_down: List CLEAR and DETAILED STEPS we can take to reproduce the issue ourselves… Be descriptive!

Here’s the steps to reproduce the issue:

In the Editor:

  1. Set a 1st trigger with “Timer” condition and an effect to “display instruction” with whatever message so you can acknowledge the event triggering or not. Set the timer condition to, for instance, 30 seconds.
  2. Set a 2nd trigger that deactivates the first upon any condition (for instance, selecting a building that we call “building A”).
  3. Set a 3rd trigger that “reactivates” the 1st trigger with the timer condition upon any condition (for instance, selecting a different building than “building A” that we call “building B”).

Observe that the trigger condition of the 1st trigger wasn’t reseted by the trigger’s deactivation, as it should be. When the 3rd trigger reactivates the 1st trigger, the condition timer resumes counting down the time at the amount left when it got deactivated. Which constitutes a major bug, possibly interferring with campaigns and scenarios mechanics in countless occasions!

:arrow_forward: EXPECTED RESULT

:point_down: What was SUPPOSED to happen if the bug you encountered were not present?

At step 2: At this point, as soon as the first trigger is deactivated, the timer condition should reset immediately, and not keep memory of the timer’s state of progression when it gets deactivated.

Problem is that it does since the last patch. A Timer Condition should always reset itself upon deactivation of its trigger.

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This is actually how it works in the original game as well (timer is paused), so we can’t change that without affecting scenarios.

Thanks for reply!

Can you get a confirmation on this? I’m pretty sure this hasn’t been the case until last patch/DLC, and that Timer conditions weren’t paused on deactivation before, but effectively reseted.

Otherwise there’s no other existing mean to reset a Timer condition, which constitutes a pretty big issue. I’m pretty sure that this is affecting scenarios, and not the other way around. The best would be to have both options, but I could use a confirmation on this matter.

Thanks!

In the meanwhile, depending on what you need you could either use timers in ai scripting or use XS xsGetGameTime()

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I can confirm that this has always been the case unfortunately. I had to create 6 different timers for a scenario because I wanted an opponent to keep asking for resources to not attack you but it was not resetting when I deactivated it so I had to create one for each request… You’re right that it’s very unintuitive so since we’re here I would ask to change this.
In your Mehmet campaign, scenario 3, I remember I couldn’t pay an enemy to not attack me for this exact same reason (I paid him the first time with 30 seconds left but when the request was renovated I had only that 30 seconds to pay him again and I couldn’t lol).

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Damn, it must have been me having sustained the longest brain fart in history!

Thanks for the confirmation though. Still we could use something that allows both options I’d say. but yeah like CanineCrown7153 said, you can always go through XS script to get around, or simply use timers in standard AI scripts.

Cheers!

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