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"}} - Infantry units. Set to a reasonable distance, player should not see disabled infantry units. Default: 500m
{{{!}} class="wikitable float-right"
* {{hl|"Vehicle"}} - Vehicles with crew. Set to a reasonable distance, player should not see disabled vehicles. Default: 350m
! Category
* {{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: 250m
! Default
* {{hl|"Prop"}} - Static objects. Anything from a small tin can to a building. Default: 50m
{{!}}-
{{!}} 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:
}}
}}


<dl class="command_description">
{{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>


<dt></dt>
But that might impair objects simulation if you are using long-scope optics, so there's an even better solution using [[cameraView]] with it:
<dd class="notedate">Posted on 2017-03-19 - 20:52 (UTC)</dd>
<sqf>
<dt class="note">[[User:Demellion|Demellion]]</dt>
0 spawn {
<dd class="note">
while { true } do
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 simulations if you are using long-scope optics, so there's a even better solution using [[cameraView]] with it:
<sqf>[] spawn {
while {true} do {
if (cameraView isEqualTo "GUNNER") then
if (cameraView isEqualTo "GUNNER") then
{
{
"Group" setDynamicSimulationDistance (viewDistance - (viewDistance * fog));
"Group" setDynamicSimulationDistance (viewDistance - (viewDistance * fog));
// Scoped
// Scoped
}
}
else
else
Line 47: Line 63:
// Not scoped
// Not scoped
};
};
uiSleep 0.25;
uiSleep 0.25;
};
};
};</sqf>
};
</dd>
</sqf>
 
}}
</dl>

Revision as of 18:21, 29 November 2023

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 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
Demellion - c
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:
"Group" setDynamicSimulationDistance ((viewDistance * 0.8) - (viewDistance * fog)); // 80% of maximum rendering and fog distance
But that might impair objects simulation if you are using long-scope optics, so there's an even better solution using cameraView with it:
0 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; }; };