setDynamicSimulationDistance: Difference between revisions
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|x1= <code>"Group" | |x1= <code>"Group" setDynamicSimulationDistance 1000;</code> | ||
|seealso= [[Arma 3: Dynamic Simulation]] [[dynamicSimulationDistance]] [[setDynamicSimulationDistanceCoef]] [[dynamicSimulationDistanceCoef]] | |seealso= [[Arma 3: Dynamic Simulation]] [[dynamicSimulationDistance]] [[setDynamicSimulationDistanceCoef]] [[dynamicSimulationDistanceCoef]] |
Revision as of 11:14, 12 May 2022
Description
- Description:
- Sets activation distance of Arma 3: Dynamic Simulation for given category.
- Groups:
- Dynamic Simulation
Syntax
- Syntax:
- category setDynamicSimulationDistance distance
- Parameters:
- category: String - Can be:
- "Group" - Infantry units. Set to a reasonable distance, player should not see disabled infantry units. Default: 500m
- "Vehicle" - Vehicles with crew. Set to a reasonable distance, player should not see disabled vehicles. Default: 350m
- "EmptyVehicle" - All vehicles without crew. Separated from Props as Empty Vehicles have often more complex damage states and selective destruction. Their activation distance should be larger than the one used for Props. Default: 250m
- "Prop" - Static objects. Anything from a small tin can to a building. Default: 50m
- distance: Number
- Return Value:
- Nothing
Examples
- Example 1:
"Group" setDynamicSimulationDistance 1000;
Additional Information
- See also:
- Arma 3: Dynamic Simulation dynamicSimulationDistance setDynamicSimulationDistanceCoef dynamicSimulationDistanceCoef
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on March 19, 2017 - 20:52 (UTC)
- Demellion
-
Desired distances for "Group" and "Vehicle" must be based on viewDistance and fog to exclude any rendering problems with frequently moving objects. Example:
"Group" setDynamicSimulationDistance ((viewDistance * 0.8) - (viewDistance * fog)) // 80% of maximum rendering and fog distance
But that might impair objects simulations if you are using long-scope optics, so there's a even better solution using cameraView with it:[] spawn { while {true} do { if (cameraView isEqualTo "GUNNER") then { "Group" setDynamicSimulationDistance (viewDistance - (viewDistance * fog)); // Scoped } else { "Group" setDynamicSimulationDistance ((viewDistance * 0.8) - (viewDistance * fog)); // Not scoped }; uiSleep 0.25; }; };