The condition Timer with Inverse Condition checked is completely nonfunctional

:arrow_forward: GAME INFORMATION

  • GAME BUILD #: 101.101.51737.0 7126076
  • GAME PLATFORM: Steam
  • OPERATING SYSTEM: Windows 10

:arrow_forward: ISSUE EXPERIENCED

The scenario editor trigger condition, Timer, is completely nonfunctional if its checkbox Inverse Condition is checked.

:arrow_forward: FREQUENCY OF ISSUE

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

:arrow_forward: REPRODUCTION STEPS

Here’s the steps to reproduce the issue:

  1. Create a new trigger in the scenario editor and set Trigger Looping to Yes.
  2. Create a new condition Timer and set its value box to 10. Check the Inverse Condition checkbox.
  3. Create a new effect Change Object HP and leave everything at default except the Quantity box. Set it to 10.
  4. Place a Militia unit on the scenario, and proceed to test it.
  5. The Militia will gain HP in increases of ten forever.

:arrow_forward: EXPECTED RESULT

The Militia unit stops gaining HP at 00:00:10.

:arrow_forward: IMAGE

:arrow_forward: GAME FILES (SAVE / RECORDING)

Hi, this appears to work as intended.

Inverse conditions mean the trigger will fire when the condition is NOT met. In this case, your trigger adds HP whenever the time is NOT 10 seconds from the activation of the trigger – which is almost always with a single exception: the precise moment of 10 seconds (e.g., 1 second in is NOT 10 seconds, 2 seconds is not, 3 seconds, 100 seconds, 101, etc.).

But because the trigger is set to Loop, it’s working continuously – 1 second timer is not 10, remember, so the inverse condition (not 10) is being met every second the game runs, hence the continuous HP add.

What you want to do to provide HP increase up until 10 seconds is to have a looping trigger adding HP every 1 second then have a second trigger with a timer of 10 seconds (not looping) that deactivates the first trigger. That will stop the HP increase at the 10 second mark.

Hope that helps!

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