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Showing results for tags 'static objects'.
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Hi The issue is during a mission I've written for the Persian Gulf, if CVN-75 is sunk by the enemy it's on deck static objects are moved to the maps origin Khasab airport after it is removed from the game. Raising this issue as would expect static objects linked to a carrier would also be removed when the carrier is removed from the game. When experimenting in the mission editor on Caucasus there seems to be two carrier sunk states depending upon the depth where the carrier was sunk: 1. Shallow water - tested depths between ALT -20 & ALT -60: When a carrier is sunk in shallow water, it cannot be seen in the F10 view, but the carrier object remains in the game including it's linked statics which can be seen on the F10 view. This happens when the water depth is too shallow to completely submerge the carrier after it's sink animation has stopped. The static objects may also be completely submerged but they still remain in the game. 2. Deep water - tested depth ALT -100: When a carrier is sunk in deep water, it cannot be seen in the F10 view, the carrier object remains in the game including it's linked statics which can be seen on the F10 view, until the sink animation depth reaches a value whereby the carrier object is removed from the game. At this point the linked static objects are moved to the map origin and remain visible on the F10 view. To test the static object issue outside of my custom mission I've created a test mission for Caucasus, all 5 CVNs 71 - 75, each with a linked F/A-18 static object. Tracks test deep water carrier sinking using: 2.9.8.1214 MT, unmodded, slow repaired Note: get same results regardless Supercarrier module on/off Attached Track: "Caucasus - LensLok85 - Sink carrier - Static objects re-appear map origin" Timeline: 12:00:00 Mission start carriers destroyed via LUA script 12:01:00 Carrier secondary explosions trigger carrier sink animations 12:03:15 Around this time the carriers are removed from the game and the statics are moved to the map origin, the centre of Crimea for Caucasus Attached Track: "PG - LensLok85 - Sink carrier - Static objects re-appear map origin" Another example of the issue for PG map, using 1 CVN, statics move to Khasab airport. Cheers! History Poking around the forums I found posts dated Summer 2018 describing static objects appearing at the map origin on the PG and Caucasus maps, but couldn't find anything related to this happening after a carrier has been sunk. Similar issues reported by: Gierasimov July 26, 2018 in Bugs and Problems Static aircraft placed on boats appear near Khasab in F10 map. https://forum.dcs.world/topic/184882-static-aircraft-placed-on-boats-appear-near-khasab-in-f10-map/#comment-184917 Statics appear on land when placed on carrier: mike5cents July 20, 2018 in Mission Editor Static Carrier Assets on Land?? https://forum.dcs.world/topic/184487-static-carrier-assets-on-land/#comment-3575070 MstrCmdr July 12, 2018 in Object Bugs Static objects On Stennis (Persian Gulf) https://forum.dcs.world/topic/183915-static-objects-on-stennis-persian-gulf/#comment-183947 Caucasus - LensLok85 - Sink carrier - Static objects re-appear map origin.miz Caucasus - LensLok85 - Sink carrier - Static objects re-appear map origin.trk PG - LensLok85 - Sink carrier - Static objects re-appear map origin.trk
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- static objects
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Hi all, I use my AFB´s crowded with statics and objects to give them some life, and my carrier deck is populated. My question is, will we be able to use statics and objects on our airbases with the Dynamic Campaign? like, won´t they be erased by the next mission for example? Thank you, Bruno.
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- dynamic campaign
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as title says. This sucks for helo landing on rooves of buildings.
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- mission editor
- trigger
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Hi everyone, Very pleased that the AN/FPS-117 has made it to DCS (finally our first western EWR!), though I do have a request for it. At the moment there are 2 mounting options which are treated as 2 separate units: there's one on a tower and one inside a radome. Firstly: would it be possible to have the mounting options be selectable from the additional properties menu, much like configuration settings for the land rovers and several other vehicles? Instead of being 2 unique units. Secondly, for the ECS would it be possible to have it just mounted on the ground (so just the ECS container), and have the platform be a static object? (Ground units will be placed onto static objects as is). Thirdly, would it be possible to have the tower the base AN/FPS-117 is mounted on be a static object? Allowing it to be used for other purposes (such as a raised AAA platform).
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Be able to add static objects in a group, it will provide the ability to move all the groups within the map
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- mission editor
- grouping
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Hi everyone, spawning a static C-130 works in my example, spawning a fire with smoke don't. Anyone got a tip for me? Both static objects exist in my mission, no typo in the names. Removing the country.id.USA doesn't work. My Code: crashZone = ZONE:New( 'foobazbar' ) wreckSpawn = SPAWNSTATIC:NewFromStatic('C130', country.id.USA ) fireSpawn = SPAWNSTATIC:NewFromStatic('CrashSmoke-1', country.id.USA ) wreckSpawn:SpawnFromZone( crashZone , 200) :Explode(2,5) fireSpawn:SpawnFromZone( crashZone , 200 ) Thanks and best regards, Andreas EDIT: found this in my dcs.log: 2023-09-30 13:32:10.144 ERROR APP (Main): unknown static shape_name, category , type: big_smoke 2nd EDIT: Method Explode() doesn't work anymore on POSITIONABLE in MOOSE 2.7.22, this Method has vanished.. In 2.7.21 Explode() allready works.
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Hi all... The block AI from taking off trick, using a static object placed in front of the unit, no longer seems to work under 2.9. A mission I've written uses the static object trick to prevent the launch of "Rooster", waiting engines hot at a catapult, until certain conditions are met. This worked great under 2.8, "Rooster" would launch when required by removing the static object, but under 2.9 "Rooster" takes off immediately. To test the issue I've created a stripped down mission on the Caucasus map that contains: CVN-74 F/A-18 an ammo crate placed on the catapult track to stop the F-18 from launching No changes were made to the object properties just dragged and dropped them onto the map. On the latest stable (2.8.7.42718) the ammo crate blocks the AI F-18 from taking off. On the latest beta (2.9.1.48111) the AI F-18 launches 51 seconds into the mission. Tested open beta with mods removed, only extras installed are plane liveries. Haven't spotted anything in the open beta change logs that states the blocking behaviour has been altered, also searched the forums and didn't find anything. Is this a known problem or feature change? Anybody else confirm the issue? Many thanks for reading P.S. Although 1st post been around since LOMAC onwards LensLok85 - FA-18 - Block catapult take off.miz