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Description
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Description
Single use triggers with the "31 - destroyed bridge" event work as intended.
When doing as a repeatable, the behavior changes:
- Still checks if the bridge is destroyed and flags true as intended when it gets destroyed again post-repair.
- The cell UNDER the bridge will not make the event flag true when units/infantry walk through the cell with the celltag.
- The cell ON THE BRIDGE makes the event flag true when units/infantry walk through the cell ON the bridge with the cell tag.
Required Code (optional)
No response
Steps To Reproduce
Open the attached map file, destroy the bridge with provided titans, set game speed to fastest to get the engineer to spawn faster, walk over the repaired section of bridge, and the trigger will fire again.
Expected Behaviour
The cell ON the bridge with the cell tag SHOULD NOT set 31 - Bridge Destroyed event to flag true when a unit/infantry enters that cell. Only when the bridge is destroyed again.
Actual Behaviour
Triggers when bridge is destroyed again and triggers when the bridge cell is stepped on after bridge is repaired.
Additional Context
No response