sirrah Posted November 13, 2022 Posted November 13, 2022 I think we have this action in the ME for over a year now: null So, when will it actually become functional? And (for me more importantly), when will a deactivate static object action be available? While waiting for the above, could you perhaps make it possible that the jtac infantry unit can actually walk? Right now he doesn't follow waypoints, but just stands there. (removing those weapons lying on the ground, would be a nice bonus) This would at least give us mission creators the possibility to manipulate AI taxiing/takeoff order by use of an "unarmed" unit. 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
TEMPEST.114 Posted November 16, 2022 Posted November 16, 2022 AFAIK Static Activate is working - or at least it was in late 2.7. I have a mission built around it.
sirrah Posted November 17, 2022 Author Posted November 17, 2022 On 11/16/2022 at 11:26 AM, Elphaba said: AFAIK Static Activate is working - or at least it was in late 2.7. I have a mission built around it. hmm Can you then explain to me how this is working? I created a test mission and placed 3 static objects (and an infantry unit, in order to start my mission nearby these objects) I can't select "late activation" for static objects: I setup the trigger like this: But when I start the mission, all three static object are there from the start. static activate test.miz 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
QuiGon Posted November 17, 2022 Posted November 17, 2022 I wonder as well. There is a trigger action to activate statics, but there is no way to deactivate them in the first place 1 Intel i7-12700K @ 8x5GHz+4x3.8GHz + 32 GB DDR5 RAM + Nvidia Geforce RTX 2080 (8 GB VRAM) + M.2 SSD + Windows 10 64Bit DCS Panavia Tornado (IDS) really needs to be a thing!
sirrah Posted November 17, 2022 Author Posted November 17, 2022 Just now, QuiGon said: I wonder as well. There is a trigger action to activate statics, but there is no way to deactivate them in the first place That is indeed my second question. Would be cool if static activation works (although my creativity has yet to find a reason for using it), but I have many ideas for static deactivation use Still wondering though, can anyone confirm if (and explain how) the static activate function works? 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
sirrah Posted November 18, 2022 Author Posted November 18, 2022 1 hour ago, Elphaba said: Ah. Right, I think it’s a misunderstanding of ‘static activate’; it doesn’t work like ‘late activate’ I.e. it spawns/shows it when you want. A static is there always. But ‘STATIC ACTIVATE()’ means that instead of just being a bit of scenery, it’s now possible to shoot/kill it, track it’s death and use it for scoring / triggers etc… And to despawn it, you’ll need scripting. Yet another missing/inconsistent link between DCS Eninge, scripting and the ME. Ohhh Ok, thanks for that clarification mate I really wonder how many people understood this when voting for this feature: Too bad I was really hoping to at some point use a proper activate/deactivate function for static objects (Mainly to use for static personnel, to add a bit of "ground life" to my missions) 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
sirrah Posted November 18, 2022 Author Posted November 18, 2022 9 minutes ago, Elphaba said: You can look into scripting frameworks to be able to add / remove statics mid mission if that’s what you need. Yeah, but although I like fiddling with the ME and try to be creative with it, I don't fancy having to dive into the scripting stuff. I guess if static activate means that a static unit can be killed, maybe I should try to have my static personnel shot dead while I'm up in the air. Assuming there is no "dead" model for personnel, maybe it makes 'em disappear. If that doesn't work I'll just give up on 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
sirrah Posted November 18, 2022 Author Posted November 18, 2022 6 minutes ago, Elphaba said: The model and stuff is the same (for some units) so they shouldn’t disappear, they’ll fall down. if you want I can try and write a tiny script to remove a static object, that you can use from within the ME via the DO SCRIPT action, but I’m sure such a thing already exists. Certainly in moose/mist it does. https://forum.dcs.world/showpost.php?p=3768310&postcount=5 That's very kind of you. I don't really feel like entering the scripting rabbit hole, because I kinda fear that it'll mostly end up in frustration for me, as I'm a programming layman, but I'll briefly give those two mission examples you linked, a shot. 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
TEMPEST.114 Posted November 18, 2022 Posted November 18, 2022 Just put this in the DO SCRIPT WINDOW StaticObject.getByName(“<unitname>”):destroy() Where <unitname> is replaced with the actual unit name. 1
sirrah Posted November 18, 2022 Author Posted November 18, 2022 18 minutes ago, Elphaba said: Did you get that to work for you? At work now Hopefully social life will let me try this weekend 1 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
TEMPEST.114 Posted November 18, 2022 Posted November 18, 2022 I'll be around if you get stuck. Honestly though, just paste that one line I gave you into a TRIGGER -> CONDITION -> ACTION = DO SCRIPT text box (remember to hit enter at the end of the script line you paste in or it doesn't work reliably, change the <unitName> text to the name of the unit and it will work 100%. No programming required.
SUNTSAG Posted November 18, 2022 Posted November 18, 2022 Hi sirrah.......If I may, let me clear up any misconceptions and or misinformation regarding this trigger action within the mission editor. 1. Currently “STATIC ACTIVATE” has zero functionality and therefore has no impact within mission builds. 2. Following the recent poll, a request has been made to add functionality from the perspective “LATE ACTIVATING” a static object, for example a FARP. 3. At the same time a request to enable “DEACTIVATION” of statics has also been raised. 4. There are no time frames for its completion but it is in the development mix. An example of its use could be as follows: Bluefor has now advanced considerably beyond the original FEBA. A new FOB/FARP is now required to support the revised front line. To accommodate this you could potentially spawn in new FARPS and cargos based upon ME triggers. The ability to destroy static objects and have further triggers activated, based upon that destruction, is always available as per my simple example .miz file attached. Because there is no functionality to “STATIC ACTIVATE” it is not required as a trigger. I hope this helps. Cheers. StaticDestroyed.miz 1 2 Callsign: NAKED My YouTube Channel [sIGPIC][/sIGPIC]
sirrah Posted November 18, 2022 Author Posted November 18, 2022 1 hour ago, SUNTSAG said: Hi sirrah.......If I may, let me clear up any misconceptions and or misinformation regarding this trigger action within the mission editor. 1. Currently “STATIC ACTIVATE” has zero functionality and therefore has no impact within mission builds. 2. Following the recent poll, a request has been made to add functionality from the perspective “LATE ACTIVATING” a static object, for example a FARP. 3. At the same time a request to enable “DEACTIVATION” of statics has also been raised. 4. There are no time frames for its completion but it is in the development mix. An example of its use could be as follows: Bluefor has now advanced considerably beyond the original FEBA. A new FOB/FARP is now required to support the revised front line. To accommodate this you could potentially spawn in new FARPS and cargos based upon ME triggers. The ability to destroy static objects and have further triggers activated, based upon that destruction, is always available as per my simple example .miz file attached. Because there is no functionality to “STATIC ACTIVATE” it is not required as a trigger. I hope this helps. Cheers. StaticDestroyed.miz 39.44 kB · 0 downloads Oh! An answer from the great SUNSTAG himself So, I was in fact correct in my OP and the "static (de)activation" function is eventually indeed meant to (de)spawn static objects? Even though there's no ETA just yet, that's still good news @Elphaba; I suppose that means you can throw away those "static activation" triggers from your mission mate 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
TEMPEST.114 Posted November 18, 2022 Posted November 18, 2022 8 minutes ago, sirrah said: Oh! An answer from the great SUNSTAG himself So, I was in fact correct in my OP and the "static (de)activation" function is eventually indeed meant to (de)spawn static objects? Even though there's no ETA just yet, that's still good news @Elphaba; I suppose that means you can throw away those "static activation" triggers from your mission mate Well the destroy command I gave will still work until/if ED put these features in. So you can still use that in the mean time. 1
QuiGon Posted November 18, 2022 Posted November 18, 2022 3 hours ago, SUNTSAG said: Hi sirrah.......If I may, let me clear up any misconceptions and or misinformation regarding this trigger action within the mission editor. 1. Currently “STATIC ACTIVATE” has zero functionality and therefore has no impact within mission builds. 2. Following the recent poll, a request has been made to add functionality from the perspective “LATE ACTIVATING” a static object, for example a FARP. 3. At the same time a request to enable “DEACTIVATION” of statics has also been raised. 4. There are no time frames for its completion but it is in the development mix. An example of its use could be as follows: Bluefor has now advanced considerably beyond the original FEBA. A new FOB/FARP is now required to support the revised front line. To accommodate this you could potentially spawn in new FARPS and cargos based upon ME triggers. The ability to destroy static objects and have further triggers activated, based upon that destruction, is always available as per my simple example .miz file attached. Because there is no functionality to “STATIC ACTIVATE” it is not required as a trigger. I hope this helps. Cheers. StaticDestroyed.miz 39.44 kB · 0 downloads Appreciate the input, thanks! Intel i7-12700K @ 8x5GHz+4x3.8GHz + 32 GB DDR5 RAM + Nvidia Geforce RTX 2080 (8 GB VRAM) + M.2 SSD + Windows 10 64Bit DCS Panavia Tornado (IDS) really needs to be a thing!
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