Breaklight Posted September 12, 2020 Share Posted September 12, 2020 Intended action : Static object (ammunition warehouse) is bombed, after which a fire starts and then followed by a secondary explosion which blows the place up. What just doesnt seem to work is any of the following on the static object warehouse : Condition - Unit / group dead = nothing happens Unit / group alive less 99 = nothing happens Unit hits (1) = nothing happens Why? Does dcs not see a static object as a unit or group perhaps? Well, i put a trigger on with condition unit alive = message all. It worked.... so why not the other conditions? Bug? Am i missing something? I know i could put an ai infantry next to the static object and then Link the trigger to that, but then the player can get the kill without actully hitting the bunker, which i dont want. Bombs in zone i dont want either because sometimes dcs will miss it if the bombs are shorter than 1 sec in the trigger zone. (Again, zone has to be small otherwise a miss will be counted as a hit). Plus, its a mp map and then i'm going to have to put 600x of bombs and stuff in with the OR command x( Anyone ever tried this? Or have a work around? Or can point in me on the direction of a solution? This problem has been driving me nuts the last few days. #ihatetheMEsometimes Thx, Breaklight Verstuurd vanaf mijn SM-G930F met Tapatalk Link to comment Share on other sites More sharing options...
kaba Posted September 12, 2020 Share Posted September 12, 2020 Can you post/send me your mission and I'll have a look? Link to comment Share on other sites More sharing options...
toutenglisse Posted September 13, 2020 Share Posted September 13, 2020 It's because you can't destroy this static object (ammo warhouse - the one looking like command center but without antenna) with a DCS module (except maybe Mig21/nuke) - it needs more than 5 tons of tnt to blast it. But then it works with unit dead condition. Exemple joined.test-AmmoStorage.miz Link to comment Share on other sites More sharing options...
Breaklight Posted September 15, 2020 Author Share Posted September 15, 2020 Kaba and toutenglisse thank you for your replys! 5 tons tnt?? Guess thats why ai tanks after shooting for awhile manage to kill it. Gonna have to rethink how i want to get the effect i want. Verstuurd vanaf mijn SM-G930F met Tapatalk Link to comment Share on other sites More sharing options...
fargo007 Posted September 15, 2020 Share Posted September 15, 2020 You still have the old standby trick of parking an infantry or ground vehicle right next to it and working your hit/dead events off of him instead of the actual building..... Have fun. Don't suck. Kill bad guys. https://discord.gg/blacksharkden/ Link to comment Share on other sites More sharing options...
Breaklight Posted September 26, 2020 Author Share Posted September 26, 2020 Update : Indeed, the ammo storage has 10,000 health points. Hit it with 4x mk83's and you might knock 600 points off. But, then it is damaged and burning, and it will constantly lose health points. Also, static objects are seen as UNIT and NOT as a GROUP. So any "group" triggers or conditions will not work. You need to use the UNIT type. So knowing how much health points an object has and using the UNIT ALIVE LESS THAN condition gets the problem solved. In this case, 95% = 9500 points. And then as action, explode unit with 2000 (as secondary explosion) gets the bunker killed. Verstuurd vanaf mijn SM-G930F met Tapatalk Link to comment Share on other sites More sharing options...
Breaklight Posted September 26, 2020 Author Share Posted September 26, 2020 Oh and initially i was using the wrong trigger type (On death). So thats one to keep an eye on Verstuurd vanaf mijn SM-G930F met Tapatalk Link to comment Share on other sites More sharing options...
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