MEDIC - v312 Posted June 14, 2021 Posted June 14, 2021 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?
Grimes Posted June 15, 2021 Posted June 15, 2021 IIRC it is not actually implemented yet. Closest you can do is to spawn in a new object via script, which works just fine. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Rolds Posted April 4, 2022 Posted April 4, 2022 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).
Green Leader Posted June 7, 2022 Posted June 7, 2022 I just made 20 static triggers using this command wanting the same outcome but no success
sirrah Posted June 8, 2022 Posted June 8, 2022 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
Grimes Posted June 8, 2022 Posted June 8, 2022 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 Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
DishDoggie Posted June 9, 2022 Posted June 9, 2022 (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 June 9, 2022 by DishDoggie 2
MemphisBelle Posted January 16, 2023 Posted January 16, 2023 On 1/8/2023 at 5:44 AM, Ironwulf said: This has been reported internally. Thanks, thats quite a useful step towards a well balanced Logistic System within DCS which will hopefully expanded more when the Chinook drops BlackSharkDen | BSD Discord | DCS Tutorial Collection
Rene Coulon Posted January 16, 2024 Posted January 16, 2024 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
ED Team BIGNEWY Posted January 16, 2024 ED Team Posted January 16, 2024 As mentioned in the PM it has been requested but I have no news to share. thank you Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
Bimbac Posted January 17, 2024 Posted January 17, 2024 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?
Grimes Posted January 17, 2024 Posted January 17, 2024 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 Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
buceador Posted June 23, 2024 Posted June 23, 2024 @BIGNEWY Any news on this 'would be great to have' function? 2
gasmate Posted November 9, 2024 Posted November 9, 2024 Bumping this, would be great to use this for smoke effects rather than having to place multiple triggers. 1
sirrah Posted November 9, 2024 Posted November 9, 2024 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 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
YoYo Posted November 16, 2024 Posted November 16, 2024 +1 late activation and deactivation for static objects too. Webmaster of http://www.yoyosims.pl 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
Tom P Posted November 17, 2024 Posted November 17, 2024 Yeah but the poll was closed in 2021 so we have another 2 years till they reconsider adding it. 1
Tom P Posted November 19, 2024 Posted November 19, 2024 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. 2
sirrah Posted November 19, 2024 Posted November 19, 2024 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
Tom P Posted November 19, 2024 Posted November 19, 2024 (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 November 19, 2024 by Tom P
ED Team BIGNEWY Posted November 19, 2024 ED Team Posted November 19, 2024 threads merged. Sorry all I have no news to share here. Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
MemphisBelle Posted November 19, 2024 Posted November 19, 2024 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. BlackSharkDen | BSD Discord | DCS Tutorial Collection
Dangerzone Posted November 19, 2024 Posted November 19, 2024 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.
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