BigMillerTime Posted March 21, 2019 Share Posted March 21, 2019 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: Code: UnitObject:destroy() or Code: 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. 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. Many mission designers are waiting to get this fixed. Please consider. Thank you! Link to comment Share on other sites More sharing options...
HC_Official Posted March 21, 2019 Share Posted March 21, 2019 +1 this would really help things No more pre-orders Click here for tutorials for using Virpil Hardware and Software Click here for Virpil Flight equipment dimensions and pictures. . Link to comment Share on other sites More sharing options...
robgraham Posted March 22, 2019 Share Posted March 22, 2019 would kill to get this fixed, for more then a few reasons least of all the MEMORY that starts being chewed over time. i7 13700k, 64gb DDR5, Warthog HOTAS, HP Reverb G2 VR, win 11, RTX 3070 TGW Dedicated Server Admin, Australian PVE/PVP gameplay. (taskgroupwarrior.info/2020) Link to comment Share on other sites More sharing options...
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