MEDIC - v312 Posted June 14, 2021 Share 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? Link to comment Share on other sites More sharing options...
MEDIC - v312 Posted June 14, 2021 Author Share Posted June 14, 2021 anyone any suggestions please? Link to comment Share on other sites More sharing options...
Grimes Posted June 15, 2021 Share 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 Link to comment Share on other sites More sharing options...
Rolds Posted April 4, 2022 Share 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). Link to comment Share on other sites More sharing options...
Green Leader Posted June 7, 2022 Share Posted June 7, 2022 I just made 20 static triggers using this command wanting the same outcome but no success Link to comment Share on other sites More sharing options...
sirrah Posted June 8, 2022 Share 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 ~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH Link to comment Share on other sites More sharing options...
Grimes Posted June 8, 2022 Share 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 Link to comment Share on other sites More sharing options...
DishDoggie Posted June 9, 2022 Share 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 Link to comment Share on other sites More sharing options...
Ironwulf Posted January 8, 2023 Share Posted January 8, 2023 This has been reported internally. 2 Link to comment Share on other sites More sharing options...
MemphisBelle Posted January 16, 2023 Share 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 DCS-Tutorial-Collection BlackSharkDen - Helicopter only Specs:: ASrock Z790 Pro RS; Intel i5-13600K @5,1Ghz; 64GB DDR5 RAM; RTX 3080 @10GB; Corsair RMX Serie 750; 2x SSD 850 EVO 1x860 EVO 500GB 1x nvme M.2 970 EVO 1TB; 1x nvme M.2 980 Pro 2TB+ 3 TB HDD Hardware: Oculus Rift S; Meta Quest 3; HOTAS Warthog; Logitech Rudder Pedals, K-51 Collective Link to comment Share on other sites More sharing options...
Rene Coulon Posted January 16 Share Posted January 16 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 Link to comment Share on other sites More sharing options...
ED Team BIGNEWY Posted January 16 ED Team Share Posted January 16 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, HP Reverb G2 Link to comment Share on other sites More sharing options...
Bimbac Posted January 17 Share Posted January 17 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? Link to comment Share on other sites More sharing options...
Grimes Posted January 17 Share Posted January 17 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 Link to comment Share on other sites More sharing options...
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