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Posted (edited)

world.searchObjects will return units that are not in the zone/area you checked. I found this with plenty of 3rd party objects, the common visual link is that they don't show a preview in the ME.

 

 

world.searchObjects is a fundamental function in DCS SSE scripting that determines if something is inside a zone, and part of many scripts, missions and frameworks. Any 'capture' type mechanics especially, or triggers checking who is in a zone.

 

 

You can check if this applies to your mods by creating a simple mission with modded vehicles in a zone, let's call the zone z2.

 

Create a second zone called 'z1' and run this script

 

local sphere = trigger.misc.getZone('z1')
 local volS = {
 id = world.VolumeType.SPHERE,
 params = {
  point = sphere.point,
  radius = sphere.radius
 }
}
local ifFound = function(foundItem, val)
 val = foundItem:getTypeName()
 env.info(val .. ' type')
 return true
end
world.searchObjects(Object.Category.UNIT, volS, ifFound, val);

What you will find is that the script will report the presence of broken mods in empty zones where they aren't.

 

 

I haven't looked at the affected mods to see what the cause is. If someone knows of simple text based solutions its worth sharing below.

Edited by Pikey

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