[2.0.72] Damage taken zero condition is very hard to satisfy
Posted: Sat Nov 01, 2025 7:04 am
A "damage taken" condition of zero is not satisfied even after the platform is fully repaired
What did you do?
A. Created a platform with a damage taken interrupt of 1 and damage taken condition of 0 at Nauvis
B. Sent it on a return trip to Vulcanus with walls but no guns (and no repair packs)
What happened?
After triggering the interrupt, returning to Nauvis, and repairing itself, the damage taken condition was never satisfied.
This also happens if the interrupt isn't triggered, and I set a regular "damage taken zero" condition to leave Nauvis.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
The platform should leave Nauvis again when damage is fixed.
The "damage taken" condition should include a comparison operator, like almost every other numeric condition.
Does it happen always, once, or sometimes?
I've seen this happen almost every time I've tried to set a "damage taken" interrupt or condition of zero.
It is very difficult to satisfy a "damage taken" condition of 0, even if the platform has never taken damage. It sometimes seems to be satisfied temporarily when everything is repaired, then become unsatisfied for no reason I can see.
This issue might have existed for a very long time, a similar issue was reported in "Gameplay Help" in January:
125906
What did you do?
A. Created a platform with a damage taken interrupt of 1 and damage taken condition of 0 at Nauvis
B. Sent it on a return trip to Vulcanus with walls but no guns (and no repair packs)
What happened?
After triggering the interrupt, returning to Nauvis, and repairing itself, the damage taken condition was never satisfied.
This also happens if the interrupt isn't triggered, and I set a regular "damage taken zero" condition to leave Nauvis.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
The platform should leave Nauvis again when damage is fixed.
The "damage taken" condition should include a comparison operator, like almost every other numeric condition.
Does it happen always, once, or sometimes?
I've seen this happen almost every time I've tried to set a "damage taken" interrupt or condition of zero.
It is very difficult to satisfy a "damage taken" condition of 0, even if the platform has never taken damage. It sometimes seems to be satisfied temporarily when everything is repaired, then become unsatisfied for no reason I can see.
This issue might have existed for a very long time, a similar issue was reported in "Gameplay Help" in January:
125906