Wizxrd Posted September 14, 2021 Share Posted September 14, 2021 (edited) Simple Statics Download: Simple Statics.zip Description standalone script to activate and deactivate statics an endless amount of times. Configuration 1. include simpleStatics.lua into your mission: TRIGGERS: ONCE -> CONDITIONS: TIME MORE (1) -> ACTIONS:DO SCRIPT FILE (simpleStatics.lua) 2. add your static objects in the mission editor with the defined prefix of "LA" example: "LA Outpost" 3. add a simple trigger to activate TRIGGERS: ONCE -> CONDITIONS: TIME MORE (5) -> ACTIONS: DO SCRIPT (static.activate("LA Outpost")) 4. add a simple trigger to deactivate TRIGGERS: ONCE -> CONDITIONS: TIME MORE (10) -> ACTIONS: DO SCRIPT (static.deactivate("LA Outpost")) Limitations - static group and unit names must be the same - you can only activate a static object if you've given it a name with the prefix "LA" - you can deactive any static object by name, but any static you deactivate without the prefix "LA" cannot be activated again and statics with the prefix "LA" can be activated again - activating a static that has previously been destroyed will spawn in the desctruction - if you're in F10 and a static is deactivated within your screens view of the map, it will stick visually to your screen Features - any static object name given the prefix "LA" will be deactivated at mission start to mimic the actual late activation option Example mission - included is simpleStatics.miz, a basic mission using triggers to activate and deactivate a static for the 2 following conditions: 1. unit in zone - static activate groups 2. unit outside zone - static deactivate groups List of Functions: static.activate - activate a static object by name static.deactivate - deactivate a static object by name static.activateGroups - activate a set of groups by prefix static.deactivateGroups - deactivate a set of groups by prefix Edited February 18, 2022 by Wizxrd 1 3 Link to comment Share on other sites More sharing options...
Rudel_chw Posted November 21, 2021 Share Posted November 21, 2021 (edited) Thanks a lot for sharing this, dont know why I didnt saw this thread until now (I was looking on how to use the STATIC ACTIVATE trigger action, which seems to be still not implemented). Best regards, Eduardo Edited November 21, 2021 by Rudel_chw For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600X - 32 GB DDR4 2400 - nVidia GTX1070ti - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar - Oculus Rift CV1 Mobile: iPad Pro 12.9" of 256 GB Link to comment Share on other sites More sharing options...
Wizxrd Posted January 6, 2022 Author Share Posted January 6, 2022 On 11/21/2021 at 3:09 PM, Rudel_chw said: Thanks a lot for sharing this, dont know why I didnt saw this thread until now (I was looking on how to use the STATIC ACTIVATE trigger action, which seems to be still not implemented). Best regards, Eduardo I’m not sure how I missed this, so sorry! Hopefully you were able to use it for what you were doing! I’m actually coming back to this script and it will undergo a full rewrite to be better suited for spawning statics with a wider variety of methods. Thanks for checking it out many months ago happy new year! 1 Link to comment Share on other sites More sharing options...
Mistermann Posted February 17, 2022 Share Posted February 17, 2022 I'm just 3 months behind @Rudel_chw. Found this when I searched on "STATIC ACTIVATE". I downloaded the mission and see how you're using this. So ... silly question. What's the advantage of this over simply doing late activates and deactivates? I see that I can perform activation/deactivation endlessly - is that the sole purpose of this script? If not, can you help me understand the other aspects of your script @Wizxrd? Does activating/deactivating a static as you demonstrated in the example mission save memory or increase performance because the statics only exist when the plane is in visual? Thanks! System Specs: Spoiler Processor:13th Gen Intel(R) Core(TM) i9-13900K - RAM: 64GB - Video Card: NVIDIA RTX 4090 - Display: Pimax 8kx VR Headset - Accessories: VKB Gunfighter III MCG Ultimate, Thrustmaster TWCS (modified), Thrustmaster TPR Pedals, Simshaker JetPad, Predator HOTAS Mounts, 3D Printed Flight Button Box Thrustmaster TWCS Mod Link to comment Share on other sites More sharing options...
Wizxrd Posted February 18, 2022 Author Share Posted February 18, 2022 On 2/17/2022 at 8:28 AM, Mistermann said: I'm just 3 months behind @Rudel_chw. Found this when I searched on "STATIC ACTIVATE". I downloaded the mission and see how you're using this. So ... silly question. What's the advantage of this over simply doing late activates and deactivates? I see that I can perform activation/deactivation endlessly - is that the sole purpose of this script? If not, can you help me understand the other aspects of your script @Wizxrd? Does activating/deactivating a static as you demonstrated in the example mission save memory or increase performance because the statics only exist when the plane is in visual? Thanks! Hi, at the time that I made this script yes the main goal was to just provide simple functions to endlessly activate/deactivate statics. It wasn't made to help with performance or anything like that, just a simple script to be able to set statics as "late activated". Hope this helps, if the directions aren't clear, feel free to ask any more questions you may have! Link to comment Share on other sites More sharing options...
Mistermann Posted February 18, 2022 Share Posted February 18, 2022 Got it, @Wizxrd. Thanks for putting this together. Good to know about this capability. System Specs: Spoiler Processor:13th Gen Intel(R) Core(TM) i9-13900K - RAM: 64GB - Video Card: NVIDIA RTX 4090 - Display: Pimax 8kx VR Headset - Accessories: VKB Gunfighter III MCG Ultimate, Thrustmaster TWCS (modified), Thrustmaster TPR Pedals, Simshaker JetPad, Predator HOTAS Mounts, 3D Printed Flight Button Box Thrustmaster TWCS Mod Link to comment Share on other sites More sharing options...
DOMlNO Posted September 17, 2022 Share Posted September 17, 2022 Wow, would love to be able to use this script. I keep getting this error though, any idea what I might be doing wrong. Your example works, and I've tried to just do a simple test based on that example in a new file but keep getting the error. Link to comment Share on other sites More sharing options...
Tommy_CVW-66 Posted November 2, 2023 Share Posted November 2, 2023 (edited) Hmm, very interesting idea. I can't get it to work with smoke and fire effects sadly. The text that "static has been activated" does show up, but the effect doesn't get deactivated at mission load, it seems. Edited November 2, 2023 by Tommy_CVW-66 Link to comment Share on other sites More sharing options...
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