Whoa whoa whoa mate where did that come from?
When you put an effort into signing up to a forum just to point out a bug and then to be told to fix it yourself, you would be stupid not to call out someone on their BS response Especially when it turns out they are the people behind and can fix the bug.
I am a 3D artist by trade, if my 3D model is S*** and the normals are somehow busted when someone is rendering it, I don't go "You fix it mate".
MR Smith,
If you know your way around the code/scripts, is there anything that triggers the satchel to latch onto the vehicle? and is it possible that when there is a "new" enemy unit movement in the bounding box of the sticky satchel (i.e units leaving the half track) the satchel latches onto them instead?
What I am suggesting is what is known in Unreal as "Do Once" so that it never latches to anything after it has done so on a vehicle.
Or
Make it so that once stuck to a vehicle, the sticky range afterwards becomes 0. that way it will never be in range to latch on ever again.
Or
Make it so that it will not latch on again after 5 seconds. That way it will blow up before it can latch again.
Or
If Coh2 uses entity types (i.e Vehicles are Category 1, Infantry Category 2, Buildings Category 3 etc) Make the Satchel only stick to Vehicles.
Or
If units in a vehicle are at 0,0,0 local translation, perhaps make the satchel latch on to 0.1,0.1,0.1 so it is not overlapping with the units, possibly not triggering a second "stick" command.
Or
ALL of the above at once to all AT Snares.
these have GOT to work. Especially that you are telling the satchel what to do for it's entire life rather than "If in range, latch on, blow in 4 seconds" leaving so many open variables that can cause unintended results.