Zooropa_Fly Posted August 7, 2022 Posted August 7, 2022 I'm having an issue whereby 'static fires', after being grounded in the ME - are changing value to more than 100m above ground level. (Rheinland map - both Frankfurt AF's). For example : I set to ground which is 108m, I run the game and they're on the ground as they should be. Next time I run the game the fires are above ground - I check the ME and they're showing at 241m. I'm not affecting these values myself, and this is a repeating problem. I tried a different fire effect with the exact same results. This is presumably a bug, but before I report it I thought I'd ask if there's any history to this ? S! ZF.
Jaegermeister Posted August 7, 2022 Posted August 7, 2022 I have never had them change height from one mission play to the next if I did not open the mission in the ME. They do have a magical ability to start floating sometimes without being touched. What I do is keep all the effects in one group and if any are out of place, I select the whole group and "set on ground". Then save the mission before I do anything else. If you can recreate the example of the altitude changing without opening the ME, you should save the mission and report it for sure. If you can't reproduce it, it probably won't do any good. 1
Zooropa_Fly Posted August 8, 2022 Author Posted August 8, 2022 Thanks Jaeger, I think it has been happening whilst I've been in/out of the ME. I'll certainly report it if it happens once the mission is finalised.. but I suspect it won't. S! 1
IckyATLAS Posted August 9, 2022 Posted August 9, 2022 I have this issue popping up regularly during work with the editor. It is very annoying. You have two problems. Effects that are on ground and effects that float in the air because they are set so. Example chimney smoke (all my missions do have chimneys that spit smoke white, or grey etc.) does float in the air at a certain altitude that depend on the height of the chimney. And there are various altitudes here. So the solution to set on ground does not work here. In both cases for me effects are not grouped into one effect group simply because the logical construction of a mission make that the effects related to a city, airfield, ground action etc are in a subgroup related to events that pertain to a certain region of the map. To make a difference between chimney smoke and ground effects I name my effects with names that allow for discrimination of the effect type and helps in the selection. Case 1) Ground effects or effects that sit on ground. Here the best way is to use the Tool to find and select objects. You can select the objects of a certain type (ex. effects) and with a certain name and they will be all selected independently of the groups in which they are. Then you can use the Set On Ground button and they will all fall back to ground. Case 2) Chimney smoke. Here it is more complicated because as I said you can have multiple different altitudes. The only way I found here is that when a group of chimney smoke say of a given industrial complex on the map is created I then export that group. In this way I have a template that has the right smoke effect altitudes. When these altitudes get weird, I then delete the group with the corrupted smoke altitudes and import the template that contains the correct altitudes. Fast and clean. 1
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