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question

PG_Simulation avatar image
PG_Simulation asked charuma0 commented

SimObject with worldscript spawn above the ground

I created a world script with SimObiect hangar with opening and closing animation and in the project editor itself it is ok.But when I build the project and paste into the community the first time it appears on the ground but after going to the menu and spawning again at the airport it appears above ground.
I tried changing the parameters from true to false but it doesn't change anything

<WorldBase.IsOnGround>false</WorldBase.IsOnGround>
<IsOnGround>false</IsOnGround>

Similarly, unchecking Snap to ground in scenery editor, where theoretically the object should be at the same height all the time, does not change anything


screenshot-2022-06-30-113220.png

screenshot-2022-06-30-113225.png


scenerybughelp
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Boris_ avatar image
Boris_ answered

Hello @PG_Simulation ,
Can you send us your project (just this asset with the script editor)
See 3) Provide private content

Regards,
Boris

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PG_Simulation avatar image
PG_Simulation answered PG_Simulation edited

https://drive.google.com/drive/folders/1---
Edit: I also tried the teleport to KLAX and back to EPKT [teleport window] and the same thing happens as if I went to the menu.
Every ground handling object reloads and returns to ground level but not the hangar

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PG_Simulation avatar image
PG_Simulation answered charuma0 commented

Solution

https://docs.flightsimulator.com/html/Content_Configuration/SimObjects/SimObjects.htm?rhhlterm=simobject

Just had to change from Landmarks to anything else that is dynamic then it will adapt to the terrain.

2 comments
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Thank you @PG_Simulation for this feedback,
We will work to make the documentation more clear on this subject.

Have a nice day ;)

Regards,
Boris

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Just a shy question, how did you change from "Landmarks to anything else"? Maybe changing the [General] -> category property in sim.cfg? But Landmarks is not a valid enumeration there. Thanks for a short clarification!
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