setDynamicSimulationDistance: Difference between revisions

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m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>")
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<code>[] spawn {
<code>[] spawn {
while {true} do {
while {true} do {
if (cameraView isEqualTo "GUNNER") [[then]]
if (cameraView isEqualTo "GUNNER") then
{
{
"Group" [[setDynamicSimulationDistance]] ([[viewDistance]] - ([[viewDistance]] * [[fog]]));
"Group" [[setDynamicSimulationDistance]] ([[viewDistance]] - ([[viewDistance]] * [[fog]]));

Revision as of 13:06, 12 May 2022

Hover & click on the images for description

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; }; };