Editor Trigger Bug

Game Version: Premium
Build Number: v.100.18.34789.0 (559086R)
Platform: Steam
Operating System: Windows 11
I’m trying to create my own scenario in the editor and I came across a bug. I tried using the trigger: Player: Take control of player. However, this trigger doesn’t work. I’ve tested it in different variations. I’ve set all players to human players in the settings, all as computers, as computer and human. I’ve tried changing the condition, but nothing works. In the old AOM EE the trigger was called: Player Set active. I’ve also tried using an XS code to bypass the created scenario trigger and activate the trigger manually without an error message. The problem is that the trigger is either currently deactivated or actually doesn’t work. You can test the event yourself by simply creating a new editor scenario and creating a trigger, selecting Player Take control of player as the effect, and then selecting, for example, player two in the box. You test the scenario, whether in the editor itself or in multiplayer or skirmish, as, for example, player one, and theoretically you should now be able to control player two, but you remain the previously selected player.

This trigger functions correctly when starting a new game initially, but it fails completely after saving and reloading. While checking the Loop option would theoretically maintain functionality post-reload, it actually renders you unable to control any units—because the trigger re-executes its commands every single frame, constantly refreshing selections. As you rightly pointed out, these issues never existed in the Extended Edition, where triggers worked flawlessly. I simply cannot fathom how the current programming logic could regress into such a baffling state.

1 Like

v.100.18.34798.0, confirmed the same issue.

Attached is a mythscn where I demonstrate this. (Note: I had to change the extension to .txt to get it to upload here.) Also a video showing what happens when I try.


take-control-of-player-bug.txt (207.3 KB)

1 Like