RafaPolit Posted January 26, 2022 Posted January 26, 2022 Good afternoon friends! Sorry if this is a basic question, but I appear to be missing something: If I put a tank on the map and I bomb it during the mission, it gets destroyed and replaced with charred debris… nice! If I put a ship on the water and destroy it with bombs (there’s a message confirmation saying the ship has been destroyed and it disappears from the map!), the actual ship geometry is still “decorating” the landscape. I would actually expect a nice destroying animation and then sinking, but at the very least something that removes the vessel from the water so that other players know there is no longer a target there without having to activate the labels. I’m sure I must be missing something! How do I actually sink and destroy a ship after it’s been in-game destroyed? Thanks for any feedback. Rafa. 1 I'm Dragon in the Multiplayer servers.
razo+r Posted January 26, 2022 Posted January 26, 2022 So far, every ship I've seen getting destroyed actually sunk and disappeared.
RafaPolit Posted January 27, 2022 Author Posted January 27, 2022 Not my experience. They remain floating, with lots of wholes. I'm Dragon in the Multiplayer servers.
cfrag Posted January 27, 2022 Posted January 27, 2022 8 hours ago, razo+r said: So far, every ship I've seen getting destroyed actually sunk and disappeared. There may be some preconditions for that. I've seen the sink animation play for ships; at least for some ships I know that if they are in a harbor and get destroyed it's as @RafaPolit describes: they sit there and look quite untouched, even though they are dead. It can be a bit disconcerting if these ships are your objective; it's next to impossible to know if you achieved your goal.
Grimes Posted January 27, 2022 Posted January 27, 2022 There is an open bug report for this. If a ship fully sinks it will disappear, however the depth can stop it from sinking. It'll just settle on the sea floor if it touches that before fully submerging. I'm not sure when that change was made but the report was filed July of last year. It makes some of the same points from this thread. For example ship needs to be on fire longer, tilting to the side, and other obvious markers that the ship isn't functional. 1 The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
AKULA_OPTIMUS Posted January 28, 2022 Posted January 28, 2022 Yea, that bugs me a lot, even more now I´m learning antiship with the Viggen, ships get destroy but they dont sink.
waterman Posted May 5, 2023 Posted May 5, 2023 Hi The ships in shallow water that sink look like they are still active targets , maybe better if they are gone ! i have a method that works , it seams like the ship goes into a sink sequence when hit 1 time , so it must be deactivated on that shot , a combination of trigger zone and unit hits = 1 and explosion at the zone followed by group deactivate. It will create an explosion when first shot hits ship and then deactivate the group. I only just got back into DCS . Not a bad work around as the ship will be gone on the first hit then explosion and then deactivation and nothing to see here ! see the trk file i have attached - its Normandy 2 on open beta cheers steve ships in harbour wont sink.trk
RafaPolit Posted May 6, 2023 Author Posted May 6, 2023 Thanks for this. I'll look into it. This was, literally, one month after starting DCS, I was not even subscribed to the topic. Thanks for the PM. Since @cfrag's post made sense: if there is not enough "sea" to sink the ship, it should stay on top of the water. Still, some visuals as to it being "destroyed" would be nice, I have begun placing smoke markers on top of them so as to signal that they are, at least, already damaged. I remember this working on single player missions, but MP missions appear not to have it, but I would have to recheck that. Destroying the ship on a single hit is probably not what I'm after, as I believe there is a nice amount of "hit points" ships have and you have to hit them "correctly" in order to destroy them. So a single hit on a non-critical area I wouldn't want it to destroy the ship. Still, I'll look into it. Thanks. I'm Dragon in the Multiplayer servers.
waterman Posted May 6, 2023 Posted May 6, 2023 Hi thanks for reply RafaPolit I have tried it using more than one hit and it does not work the ship seams to get locked into its animated sinking and wont deactivate. This works as a fun thing and is good for quick easy action scenes and maybe respawn small tugs etc in the harbour for target practice with no dead ships clutter build up. It only records a hit not a kill. It could have other uses too. It is instant fun give it a try ! cheers steve
cfrag Posted May 6, 2023 Posted May 6, 2023 5 hours ago, RafaPolit said: if there is not enough "sea" to sink the ship, it should stay on top of the water I wasn't aware that this still is a problem. 5 hours ago, RafaPolit said: Still, some visuals as to it being "destroyed" would be nice, I have begun placing smoke markers on top of them so as to signal that they are, at least, already damaged. That's a great idea, and I've taken it to the next logical step. Enclosed please find a small, light-weight script that you start at mission start. It watches ships that get killed, and places a fire and smoke effect on top of them. If they sit in the harbor and sink partly, the fire still marks them as dead. Then, after 5 minutes (or whatever you enter for value), the wreck is removed. Demo mission included. Here's the script Spoiler shallows = {} -- script to remove dead naval hulls that failed to sink -- once dead, smoke is put over the hull for 5 minutes -- and if still in game later, the hull is removed shallows.version = "1.0.0" shallows.removeAfter = 5 -- minutes after kill event shallows.verbose = false shallows.uuid = 1 -- uuid function shallows.getUuid() shallows.uuid = shallows.uuid + 1 return shallows.uuid end -- remove hull function shallows.removeHull(args) if shallows.verbose then trigger.action.outText("enter remove hull for <" .. args.name .. ">", 30) end -- remove smoke and whatever's left of ship trigger.action.effectSmokeStop(args.sName) Object.destroy(args.theUnit) if shallows.verbose then trigger.action.outText("Shallows: Removed <" .. args.name .. ">", 30) end end -- watch the world turn and ships get killed function shallows:onEvent(event) if event.id ~= 28 then return end -- only kill events if not event.target then return end -- must be a ship local theUnit = event.target if not theUnit.getGroup or not theUnit:getGroup() then return end local theGroup = theUnit:getGroup() local cat = theGroup:getCategory() if cat ~= 3 then return end -- not a ship if shallows.verbose then trigger.action.outText("Shallows: marking <" .. theUnit:getName() .. "> for deep-sixing", 30) end -- mark it with smoke and fire local pos = theUnit:getPoint() local sName = theUnit:getName() .. shallows.getUuid() trigger.action.effectSmokeBig(pos, 2, 0.5, sName) -- set timer to re-visit later local args = {} args.name = theUnit:getName() args.sName = sName args.theUnit = theUnit timer.scheduleFunction(shallows.removeHull, args, timer.getTime() + shallows.removeAfter * 60) end -- start world.addEventHandler(shallows) trigger.action.outText("shallows " .. shallows.version .. " started", 30) Hope that this also helps @waterman Enclosed demo has a 'looker' unit sitting on the shore overlooking the harbor, so you can see the ships sink and settle. These would look nearly undamaged from above unless marked with fire. They then disappear when the "shallows" script removes them. Script is tested only superficially, so if you run into issues, please post here. -ch Not too shallow at all.miz
waterman Posted May 7, 2023 Posted May 7, 2023 Hi cfrag Fantastic thankyou ! just ran the mission that works a treat well done Just a quick question - Do you have any idea how to change the height of the trains in Normandy 2 it looks like they are sunk down to their axles cheers steve
cfrag Posted May 7, 2023 Posted May 7, 2023 7 hours ago, waterman said: Do you have any idea how to change the height of the trains Sorry, no.
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