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How to damage a runway?


112th_Rossi

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The latter requires some workarounds but yes, it is very possible to damage a runway and once damaged AI will no longer take off.

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You can use the BOMB IN ZONE trigger to detect the damage, or place infantry units near the runway thay will be killed by the blast and check for UNIT'S LIFE LESS THAN or UNIT DEAD

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You can use the BOMB IN ZONE trigger to detect the damage, or place infantry units near the runway thay will be killed by the blast and check for UNIT'S LIFE LESS THAN or UNIT DEAD

 

Now why wouldn't it simply be the case that when we bomb a runway that it is deemed damaged without having to script it in ME ?

It seems ridiculous to me. It's bad enough that many buildings are indestructible IMO.

The fact that we have to script damage to have a somewhat realistic effect anywhere, mind-boggles me.

 

But thanks for the information. It's obviously valuable but again, this shouldn't have to be necessary IMO.

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SnowTiger:joystick:

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You don't have to script the damage, but you do have to script a message to the player that the runway is damaged if you want that to happen. Points for misunderstanding then getting mad about the thing you made up though!

 

The only buildings I've found that are indestructible are major landmarks such as the casinos on the strip.


Edited by feefifofum
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Now why wouldn't it simply be the case that when we bomb a runway that it is deemed damaged without having to script it in ME ?

It seems ridiculous to me. It's bad enough that many buildings are indestructible IMO.

The fact that we have to script damage to have a somewhat realistic effect anywhere, mind-boggles me.

 

But thanks for the information. It's obviously valuable but again, this shouldn't have to be necessary IMO.

 

As Feefifofum said the Trigger is necessary to "react" on the bombs hitting the tarmac. The runway is damaged (as you can clearly see after dropping a bomb on it) without any trigger or script.

 

The "Indestructable" buildings can very well be damaged, well nearly all of them. Even wastebins, fences, trees and bushes are destructible.

The only thing with buildings is, you need some bigger bombs or more bombs to destroy bigger or hardened buildings. For example a hardened aircraft shelter is supposed to withstand a "normal" big bomb, that's why it's called hardened.

 

When a building starts "burning" it has taken damage, only after it has taken enough damage does it change to a pile of rubble, as there is no detailed damage model with different damage levels. :smartass:

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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You don't have to script the damage, but you do have to script a message to the player that the runway is damaged if you want that to happen. Points for misunderstanding then getting mad about the thing you made up though!

 

Yes I did misunderstand ... thinking that this was something new. It's not like things don't get changed once in a while !!

So, Pardon me for misunderstanding. But it doesn't mean you have to be jackass in your reply though. A simple explanation like that which you started with would have been sufficient.

But that's okay. I find there are many people with snarky comments in this forum. I have come to expect it (not necessary threads that I reply to).

It's completely unnecessary to belittle people you know nothing about. Especially, in a so-called Help Forum.

 

PS> Maybe there is a thread in here that discusses it, but I have never understood why we can't smash downtown LV and other places.

SnowTiger:joystick:

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PS> Maybe there is a thread in here that discusses it, but I have never understood why we can't smash downtown LV and other places.

 

That is the point, actually you can destroy most of the cities,villages buildings etc. it simply takes a more realistic amount of ordnance.

Last time tested in the Persian Gulf, but it isn't that different in the Caucasus or Nevada.

Can't say for sure for the Casinos and Iconic objects, as they are individual objects that may not have a damage model... I check on that.

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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Thanks I appreciate that.

I understand that there are some effects that are better implemented with the ME ... I just don't know what they are. But I'll figure out some day.

 

In the meantime, I'll have to try using more and/or bigger ordinance than I've been using. I know I'm definitely hitting targets but several have burned and then the flames go out (which is not unrealistic). I know if a building is going to fall, it is likely to do it within a minute or two. Anything after than and the flame is going out and I'd have to start over. I guess if it's not rubble within that minute or two I'd best toss another bomb or rocket at it and see what happens. But there are some buildings that "appear" indestructible. I have always thought this to be the case with downtown LV but never understood why (if that were the case).

 

Thanks again shagrat.

SnowTiger:joystick:

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Thanks I appreciate that.

I understand that there are some effects that are better implemented with the ME ... I just don't know what they are. But I'll figure out some day.

 

In the meantime, I'll have to try using more and/or bigger ordinance than I've been using. I know I'm definitely hitting targets but several have burned and then the flames go out (which is not unrealistic). I know if a building is going to fall, it is likely to do it within a minute or two. Anything after than and the flame is going out and I'd have to start over. I guess if it's not rubble within that minute or two I'd best toss another bomb or rocket at it and see what happens. But there are some buildings that "appear" indestructible. I have always thought this to be the case with downtown LV but never understood why (if that were the case).

 

Thanks again shagrat.

So, some results here. The Las Vegas strip Casinos are indeed not registering damage. They have the Fire animation, but I doubt you can bring them down.

The "normal" houses get damaged pretty well. Just obliterated two apartment blocks in Vegas with 5 times Mk-84...

You will notice in the debriefing the buildings show up as "killed" and "hit".

 

Interestingly the trees didn't get destroyed, so I re-check on the Caucasus map.

There I know you could destroy individual trees...

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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Oh, I think I know you quite well enough to throw a little snark your way. I've tried to calmly talk you through enough temper tantrums about everything from key bindings to comms before you declared ED should be ashamed of themselves and left DCS in a huff a few months back. If you'd like to discuss what a jackass you think I am further do send a PM.

 

Love,

Viper

C/O 355th

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OK, it changed again. Seems trees are no longer destructable. I guess changed the collision model. But you can destroy buildings even with a tank. ;)

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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I believe the older, non-speedtrees featured in NTTR can be destroyed, but the new Caucasus trees cannot...which map did you check in?

 

Maybe we'll see some changes on that front when the Mk77 makes its way to the Hornet.

All maps. And it was possible at least on 2.5 Caucasus to hit and destroy a (speed)tree with a 12.7 or M1 Abrams main gun.

Some hits still register in the debrief, just hit "explosion" does not happen. Seems they pass right through the trees stem. The flame animation and "burned tree" no longer shows, as well.

 

My guess is, performance optimization.

 

I do not consider this (weapon destructable trees) a critical feature, though it was especially nice in CA.

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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Oh, I think I know you quite well enough to throw a little snark your way. I've tried to calmly talk you through enough temper tantrums about everything from key bindings to comms before you declared ED should be ashamed of themselves and left DCS in a huff a few months back. If you'd like to discuss what a jackass you think I am further do send a PM.

 

Love,

Viper

C/O 355th

 

There is no need to PM you. I know who you are. Big Deal. I know you have helped me with a couple things in the past and I expressed my gratitude then.

I have already admitted my misunderstanding of the topic and beyond that, I don't owe you anything. Nor could I care less if my griping comes across as a temper tantrum to you.

 

The money I have spent has earned me the right to complain when I feel it's due. It's not like there hasn't been any serious issues to gripe about. I don't feel the need to justify myself to you or anyone else.

 

However, 112th_Rossi, I do apologize to you for my misunderstanding causing reactions that have seemingly tainted your thread. That wasn't my intention. I can't speak for anyone else.

 

shagrat I appreciate everything you are looking into. I have to admit, I have never really paid much attention to any affects with the trees but I'm probably going to pay more attention to them now. Thanks.

SnowTiger:joystick:

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There is no need to PM you. I know who you are. Big Deal. I know you have helped me with a couple things in the past and I expressed my gratitude then.

I have already admitted my misunderstanding of the topic and beyond that, I don't owe you anything. Nor could I care less if my griping comes across as a temper tantrum to you.

 

The money I have spent has earned me the right to complain when I feel it's due. It's not like there hasn't been any serious issues to gripe about. I don't feel the need to justify myself to you or anyone else.

 

However, 112th_Rossi, I do apologize to you for my misunderstanding causing reactions that have seemingly tainted your thread. That wasn't my intention. I can't speak for anyone else.

 

shagrat I appreciate everything you are looking into. I have to admit, I have never really paid much attention to any affects with the trees but I'm probably going to pay more attention to them now. Thanks.

I actually stumbled across that, while testing a Moose-script for damage in zone to buildings, with an M1A2 a while ago.

Noticed the trees got "hit", then I tested a bit more. That was on the Caucasus map.

 

I still see hits registering in the debriefing, but my guess is they deactivated the "effects" to save some performance, or the trees shielded the buildings/tanks too effectively (absorbing damage).

 

Maybe they come back at a later point in time.

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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Thanks again shagrat.

Deactivating effects to save performance makes sense. Obviously trees do stop bullets etc but having it so we can shoot through them and tanks etc not being able to see through them is all that really matters IMO. I like that they are solid objects now though. The days of people including me flying low in the forests to avoid detection are over.

SnowTiger:joystick:

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  • 1 year later...

Just wondered if runway damage is repaired on a timer, and if so, where or how can it be adjusted?

Thanks.

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  • 1 month later...

You can't adjust the time it takes to repair runways. In our Operation Khachapuri dynamic mission, the runways in the Caucasus map repair in almost exactly 10 hours. If we bomb them at 10 AM when we do the mission on a Saturday, they are repaired at exactly 8 PM. We've tested in the Persian Gulf map with the dynamic we're working on and they repair in about an hour. So something is wrong or different with the way ED calculates the damage/repair for either one or both of those maps. I would guess that in a war zone situation that the bases would be repaired fairly quickly, and 10 hours makes some sense to me. An hour is ridiculously short. But there's another post here that says in the Gulf War, they bombed the runways with Durandels and then used cluster mines to make it impossible to repair them without clearing the mines which would probably take weeks or months to accomplish. Obviously just bombing and or mining are two different sets of problems.

 

https://forums.eagle.ru/showthread.php?t=255468

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Runways have always produced a "dead" event since I first started scripting. You can have a look at my scenery tools to play around with scenery ID and setting up event handlers. Most of the script for a handler is written and it should simplify chasing this type of thing.

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