Jump to content

Recommended Posts

Posted

Dear all,

 

I'm creating a mission and I would like to 'late activate' a static object that isn't available as a gorund unit. The Static objects don't actually have a 'late activition' option. However there's a trigger that say 'activate static'. The explanation of this trigger in the manual says: 

"This action generates the delayed activation of static objects that are present in the mission file but will not spawn in the mission until the moment of activation. When creating this action, you must specify the group of static objects."

 

The problem is that I can enter this trigger fine and I know how to use it, however I just don't know how to hide the static objects for everyoone until they're activated. If I just place them and then enter the trigger, everyone can just see the static objects are there even before the trigger is activated. Does anyone know how to hide the static objects in game until they're activated?

  • 9 months later...
Posted

It appears this feature is still not implemented, but it would be nice to have. For example arrangements on aircraft carrier decks could be changed during a mission if we had some mechanism to activate and deactivate units (without getting into scripting which really isn't accessible to most players).

  • 2 months later...
Posted
On 6/15/2021 at 6:14 AM, Grimes said:

IIRC it is not actually implemented yet. Closest you can do is to spawn in a new object via script, which works just fine. 

Ahh that perhaps also explains why ED didn't add a "deactivate static object" trigger action yet. I assume both will become available simultaneously (personally, my missions would have more use for a static deactivate action)

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM - Realsimulator FSSB-R3

 

~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

Posted
17 hours ago, sirrah said:

Ahh that perhaps also explains why ED didn't add a "deactivate static object" trigger action yet. I assume both will become available simultaneously (personally, my missions would have more use for a static deactivate action)

Hard to say. Its happened a few times where ED adds a feature to the editor that isn't quite functional yet. Think of it as one person creates the values that adds it to the editor while waiting on another person to complete the feature. It makes zero sense to me why a static deactivate couldn't already be added because the same functionality exists in script form as: 


StaticOjbect.getByName('objName'):destroy()

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

Posted (edited)

A long time ago you use to be able to have a Cargo truck pull up stop Drop off cargo then drive off. I loved doing that for Sling loading for my HUEY. Late activation was wonderful and then they removed it from the Mission Editor. It has never been put back in. It hurts to think they don't see the value of this ability or just no clue to its value. I hear the above statement but just how long will it take? Lots of big improvements all the time so I tend to keep it to myself thinking some day some day some day. 

Edited by DishDoggie
  • Like 2
  • 6 months later...
  • 2 weeks later...
  • 11 months later...
Posted

I have chatted to ED Devs...its been proposed...no updates yet,

But for me being able to Late activate Static objects will be really great. 

Its in the Trigger options...so must have been a plan way back...

Fingers crossed

 

Asus ROG MAXIMUS X Formula

Intel i7- 8700K 4.8ghz

Asus GTX 2080ti OC edition

64 Gb RAM at 3200mhz

Kraken X 72 cooler

Samsung CHG90 monitor at 144 htz

DCS on M.2 drive 500 Gb

Posted
On 6/9/2022 at 1:28 AM, Grimes said:

Hard to say. Its happened a few times where ED adds a feature to the editor that isn't quite functional yet. Think of it as one person creates the values that adds it to the editor while waiting on another person to complete the feature. It makes zero sense to me why a static deactivate couldn't already be added because the same functionality exists in script form as: 


StaticOjbect.getByName('objName'):destroy()

What would be the script to spawn the static object? Is it the same syntax except for the "destroy()", or is it more complicated? Can it be done for the object already placed by the mission designer and then removed via your sample script?

Posted

https://wiki.hoggitworld.com/view/DCS_func_addStaticObject

Basically need coordinates, type of object, and a unique name. The most complicated it gets is just mathematics to manipulate x, y, and heading values as desired. 

An easy example would be to spawn something on a trigger zone named "spawnHere"

 

local point = trigger.misc.getZone('spawnHere').point

local staticObj = {
	["heading"] = math.rad(math.random(360)),
	["type"] = "Cafe",
	["name"] = "dynBuilding",
	["y"] = point.z,
	["x"] =  point.x,
}

coalition.addStaticObject(country.id.USA, staticObj)

 

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

  • 5 months later...
  • 4 months later...
Posted

Yes a progress update would indeed be very welcome (not just for "late activation", but also "late deactivation").

Quite some time past since the poll, and its outcome was crystal clear 😉

 

  • Like 3

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM - Realsimulator FSSB-R3

 

~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

Posted

+1 late activation and deactivation for static objects too.

Webmaster of http://www.yoyosims.pl

Yoyosimsbanner.gif

Win 10 64, i9-13900 KF, RTX  5090 32Gb OC, RAM 64Gb Corsair Vengeance LED OC@3600MHz,, 3xSSD+3xSSD M.2 NVMe, Predator XB271HU res.2560x1440 27'' G-sync, Sound Blaster Z + 5.1, TiR5, [MSFS, P3Dv5, DCS, RoF, Condor2, IL-2 CoD/BoX] VR fly only: Meta Quest Pro

Posted

It would be nice if we had a option to late activate or deactivate static objects and F10 Map drawings through triggers.
Back in 2021 Nineline had a poll if mission makers would use it and it won drastically by  97.98% and yet we still don't have this option so I'm bringing it up. 

Some examples of reasons why to deactivate static objects
1: Simulate a busy carrier deck, when you come back to the boat the aircraft would be gone or in parked in different places
2: The "big smoke" effects to simulate a bigger explosion or to simulate it burning out be deactivating it. 

F10 Map Drawings.
1: To simulate "real time" battlefield updates from commanders
2: Updates as the mission progresses. 

 

  • Like 2
Posted

Why create a new thread while there's one  (in fact many) already?

You even replied to it 😅

 

 

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM - Realsimulator FSSB-R3

 

~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

Posted (edited)
8 hours ago, sirrah said:

Why create a new thread while there's one  (in fact many) already?

You even replied to it 😅

 

 

All of the threads

*Edit also mentioning late activate or deactivate F10 map drawings as well.

Edited by Tom P
Posted
19 hours ago, Tom P said:

It would be nice if we had a option to late activate or deactivate static objects and F10 Map drawings through triggers.
Back in 2021 Nineline had a poll if mission makers would use it and it won drastically by  97.98% and yet we still don't have this option so I'm bringing it up. 

Some examples of reasons why to deactivate static objects
1: Simulate a busy carrier deck, when you come back to the boat the aircraft would be gone or in parked in different places
2: The "big smoke" effects to simulate a bigger explosion or to simulate it burning out be deactivating it. 

F10 Map Drawings.
1: To simulate "real time" battlefield updates from commanders
2: Updates as the mission progresses. 

 

it totally makes sense, but this feature is somewhere way down on the priority List. Thats why it might take ages until it becomes available. But I fully support your statement. That's a highly anticipated feature to be required and I also deeply miss it in my Missions. But I think we´ll get to see it someday out of the blue like the now announced  Mission Editor Object grouping update.

Posted

I know statics can be created and destroyed 'on the fly' using lua code. (An example of creation script is further above by Grimes) Not sure whether destroy though would works with smoke/fire effects. (Not the marker smoke, but actual static effect smoke). I've never thought to try it until now to be honest.

Obviously activating / deactivating would be far better, but just suggesting this as workaround.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...