setDynamicSimulationDistance: Difference between revisions
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|s1= category [[setDynamicSimulationDistance]] distance | |s1= category [[setDynamicSimulationDistance]] distance | ||
|p1= category: [[String]] - | |p1= category: [[String]] - can be one of: | ||
* {{hl|"Group"}} - | * {{hl|"Group"}} - infantry units. Set to a reasonable distance, player should not see disabled infantry units. Default value 500m | ||
* {{hl|"Vehicle"}} - | * {{hl|"Vehicle"}} - vehicles with crew. Set to a reasonable distance, player should not see disabled vehicles. Default value 350m | ||
* {{hl|"EmptyVehicle"}} - | * {{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. Default value 250m | ||
* {{hl|"Prop"}} - | * {{hl|"Prop"}} - static objects. Anything from a small tin can to a building. Default value 50m | ||
|p2= distance: [[Number]] | |p2= distance: [[Number]] | ||
Line 20: | Line 20: | ||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
|x1= < | |x1= <sqf>"Group" setDynamicSimulationDistance 1000;</sqf> | ||
|seealso= [[Arma 3: Dynamic Simulation]] [[dynamicSimulationDistance]] [[setDynamicSimulationDistanceCoef]] [[dynamicSimulationDistanceCoef]] | |seealso= [[Arma 3: Dynamic Simulation]] [[dynamicSimulationDistance]] [[setDynamicSimulationDistanceCoef]] [[dynamicSimulationDistanceCoef]] | ||
}} | }} | ||
< | {{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 | |||
< | |||
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 | ||
{ | { | ||
"Group" setDynamicSimulationDistance (( | "Group" setDynamicSimulationDistance ((viewDistance * 0.8) - (viewDistance * fog)); | ||
// Not scoped | // Not scoped | ||
}; | }; | ||
uiSleep 0.25; | |||
}; | }; | ||
}; | }; | ||
</ | </sqf> | ||
}} | |||
Latest revision as of 12:30, 7 April 2024
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 one of:
- "Group" - infantry units. Set to a reasonable distance, player should not see disabled infantry units. Default value 500m
- "Vehicle" - vehicles with crew. Set to a reasonable distance, player should not see disabled vehicles. Default value 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 value 250m
- "Prop" - static objects. Anything from a small tin can to a building. Default value 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 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; }; };