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Trigger.OnPassengerExited runs before the exit-transport activity is queued #15736
This then cancels any activities that may have been queued by the trigger callback.
The following workaround solves the issue for this mission, but it really should be fixed deeper in the code:
diff --git a/mods/cnc/maps/nod07b/nod07b.lua b/mods/cnc/maps/nod07b/nod07b.lua index 593f831c15..e4f0f288e8 100644 --- a/mods/cnc/maps/nod07b/nod07b.lua +++ b/mods/cnc/maps/nod07b/nod07b.lua @@ -159,8 +159,8 @@ SendReinforcementsWave = function(team) transport.UnloadPassengers() Trigger.OnPassengerExited(transport, function(_, passenger) Utils.Do(passengers, function(actor) - if actor.Type == "e6" then - CaptureStructures(actor) + if actor.Type == "e6" then + Trigger.AfterDelay(50, function() CaptureStructures(actor) end) else IdleHunt(actor) end