FlightControl Posted September 14, 2017 Posted September 14, 2017 @ED and @DCS team, 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? It used to work to destroy a unit right before it would be destroyed and burning executing the function: UnitObject:destroy()or GroupObject:destroy() This used to work in DCS 1.2.16 ... (that a version before 1.5 got released). When you executed this code, right after an S_EVENT_DEAD was triggered, and while processing this event (so in the same logical unit of work), when you would execute this destroy statement on the GROUP object, the unit(s) of the group(s) would be removed. (Actually, doing this would prevent the unit from burning). And this is not working anymore, since the release of 1.5. This functionality is useful to ensure that: 1. Airbases keep operational in single player and multi player setup. Airbases stop functioning when destroyed units are burning on the runways or taxiways. 2. Debris floating around eats up CPU, so destroying units keeps the running sim clean. An other way of solving this (in the short way) is to keep airbases running, even when units are destroyed, but that brings other problems. @ED this is now in the system for a very long time. Many people are waiting to get this fixed. Please consider. Sven [TABLE][sIGPIC][/sIGPIC]| Join MOOSE community on: DISCORD :thumbup: Website of the MOOSE LUA Framework. MOOSE framework Downloads. Check out Example Missions to try out and learn. MOOSE YouTube Channel for live demonstrations and tutorials. [/TABLE]
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