Pikey Posted July 23, 2019 Posted July 23, 2019 (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 July 23, 2019 by Pikey ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
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