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Posted (edited)

Is there any way using lua scripting to destroy dead (burning) units from the simulator?

 

It seems, that when units have crashed and are burning, they are dead and report that they don't exist anymore. Any way to overrule that in lua?

 

eg. I would like to destroy a unit when burning with: Unit:destroy()

 

I've tried everything, but just am not able to get it to work ...

 

Sven

Edited by BIGNEWY
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  • 2 years later...
Posted

Bug 2 - Destroy units at S_EVENT_CRASH or S_EVENT_DEAD

 

Crashed air units cannot be destroyed using Group.destroy(AirGroup) or Unit.destroy(AirGroup) at S_EVENT_CRASH or S_EVENT_DEAD.

Description: <URGENT>When an air unit has crashed ( a S_EVENT_CRASH has occurred ), and BEFORE the unit is burning, units cannot be destroyed.This is required to keep the simulator clean from unwanted debris and to prevent airbases from locking up.

 

IMPORTANT Note: The destroy() functions for burning groups and units worked on previous DCS world versions (i believe it worked on DCS world 1.2.6). And then suddenly this stopped working completely.

 

Consequence: I believe this is an important bug to look at. Some of our scripting talents have build a cleanup function to keep or cleanup airbases clean in running multi-player missions. When units crash at airbases, the complete airbase will stop functioning. By monitoring the health status of units at these airbases using lua scripting, and destroying crashed or dead units, the airbase used to be able to keep on running and operating normally. Please have a look at this bug, it is a really annoying thing and i believe most of the mission design will want to have this fixed.

 

References of posts on the forum:

http://forums.eagle.ru/showthread.ph...estroy+burning

 

 

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Posted

There is a confusion. It used to work in dcs 1.2.

 

So, let me be clear, the functionality that worked was to get a unit removed before a unit would burn... how?

 

by destroying the unit in the S_EVENT_DEAD handler.

So before the S_EVENT_DEAD handler would be finished, the unit would be removed without problems.

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Posted

Well, the feature is essential to keep the airbases from locking up, or to keep the area clean for debris. How can such a thing be low Bignewy. I don't understand.

 

So many people here would want this implemented.

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  • 3 weeks later...
Posted
It is very simple, there are other issues / bugs / feature request that have priority over this one.

I don't understand this priority either. This is essential for keeping the Multiplayer mission going on bussy servers. It should be a priority for ED to work on multiplayer features.

  • ED Team
Posted

it has been reported by Grimes and the team are aware of it.

 

#0031211

 

like I have said there are other issues with much higher priority, only thing I can do is pass on the feedback, and I will.

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Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status

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Posted

I'm sad to hear that. The priority list should be, Core game breaking bugs first and then Multiplayer breaking bugs, then Single player/module bugs and any map bugs, but I understand that ED's priority list is completely different. The list is of course longer as well ;)

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