setDynamicSimulationDistance: Difference between revisions
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|s1= category [[setDynamicSimulationDistance]] distance | |s1= category [[setDynamicSimulationDistance]] distance | ||
|p1= category: [[String]] - can be: | |p1= <nowiki/> | ||
* {{hl|"Group"}} - | {{{!}} class="wikitable float-right" | ||
* {{hl|"Vehicle"}} - | ! Category | ||
* {{hl|"EmptyVehicle"}} - | ! Default | ||
* {{hl|"Prop"}} - | {{!}}- | ||
{{!}} Group | |||
{{!}} 500m | |||
{{!}}- | |||
{{!}} Vehicle | |||
{{!}} 350m | |||
{{!}}- | |||
{{!}} EmptyVehicle | |||
{{!}} 250m | |||
{{!}}- | |||
{{!}} Prop | |||
{{!}} 50m | |||
{{!}}} | |||
category: [[String]] - can be one of: | |||
* {{hl|"Group"}} - infantry units. Set to a reasonable distance, player should not see disabled infantry units | |||
* {{hl|"Vehicle"}} - vehicles with crew. Set to a reasonable distance, player should not see disabled vehicles | |||
* {{hl|"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 | |||
* {{hl|"Prop"}} - static objects. Anything from a small tin can to a building | |||
|p2= distance: [[Number]] | |p2= distance: [[Number]] | ||
Line 25: | Line 42: | ||
}} | }} | ||
< | {{Note | ||
|user= Demellion | |||
|timestamp= 201703191952 | |||
|text= Desired distances for "Group" and "Vehicle" must be based on [[viewDistance]] and [[fog]] to exclude any rendering problems with frequently moving objects. Example: | |||
<sqf>"Group" setDynamicSimulationDistance ((viewDistance * 0.8) - (viewDistance * fog)); // 80% of maximum rendering and fog distance</sqf> | |||
But that might impair objects simulation if you are using long-scope optics, so there's an even better solution using [[cameraView]] with it: | |||
<sqf> | |||
0 spawn { | |||
while { true } do | |||
{ | |||
But that might impair objects | |||
<sqf> | |||
while {true} do { | |||
if (cameraView isEqualTo "GUNNER") then | if (cameraView isEqualTo "GUNNER") then | ||
{ | { | ||
"Group" setDynamicSimulationDistance (viewDistance - (viewDistance * fog)); | "Group" setDynamicSimulationDistance (viewDistance - (viewDistance * fog)); | ||
// Scoped | |||
} | } | ||
else | else | ||
Line 47: | Line 63: | ||
// Not scoped | // Not scoped | ||
}; | }; | ||
uiSleep 0.25; | uiSleep 0.25; | ||
}; | }; | ||
};</sqf> | }; | ||
</sqf> | |||
}} | |||
Revision as of 18:21, 29 November 2023
Description
- Description:
- Sets activation distance of Arma 3: Dynamic Simulation for given category.
- Groups:
- Dynamic Simulation
Syntax
- Syntax:
- category setDynamicSimulationDistance distance
- Parameters:
-
Category Default Group 500m Vehicle 350m EmptyVehicle 250m Prop 50m category: String - can be one of:
- "Group" - infantry units. Set to a reasonable distance, player should not see disabled infantry units
- "Vehicle" - vehicles with crew. Set to a reasonable distance, player should not see disabled vehicles
- "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
- "Prop" - static objects. Anything from a small tin can to a building
- 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 Mar 19, 2017 - 19:52 (UTC)
-
Desired distances for "Group" and "Vehicle" must be based on viewDistance and fog to exclude any rendering problems with frequently moving objects. Example:
But that might impair objects simulation if you are using long-scope optics, so there's an even better solution using cameraView with it:"Group" setDynamicSimulationDistance ((viewDistance * 0.8) - (viewDistance * fog)); // 80% of maximum rendering and fog distance0 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; }; };