setDynamicSimulationDistance: Difference between revisions
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<dd class="notedate">Posted on | <dd class="notedate">Posted on March 19, 2017 - 20:52 (UTC)</dd> | ||
<dt class="note">[[User:Demellion|Demellion]]</dt> | <dt class="note">[[User:Demellion|Demellion]]</dt> | ||
<dd class="note"> | <dd class="note"> |
Revision as of 19:52, 19 March 2017
Description
- Description:
- Sets activation distance of Arma_3_Dynamic_Simulation for given category
- Groups:
- Uncategorised
Syntax
- Syntax:
- category setDynamicSimulationDistance distance
- Parameters:
- category: String - one of:
- "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 by larger that 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:
- enableDynamicSimulationSystemdynamicSimulationSystemEnabledenableDynamicSimulationdynamicSimulationEnableddynamicSimulationDistancesetDynamicSimulationDistanceCoefdynamicSimulationDistanceCoeftriggerDynamicSimulationcanTriggerDynamicSimulationenableSimulationsimulationEnabledenableSimulationGlobalArma_3_Dynamic_Simulation
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
Notes
- Posted on March 19, 2017 - 20:52 (UTC)
- Demellion
-
Desired distances for "Group" and "Vehicle" must be based on viewDistance to exclude any rendering problems with frequently moving objects. Example:
"Group" setDynamicSimulationDistance (viewDistance * 0.8) // 80% of maximum rendering 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 == "GUNNER") then { "Group" setDynamicSimulationDistance viewDistance; // Scoped } else { "Group" setDynamicSimulationDistance (viewDistance * 0.8); // Not scoped }; uiSleep 0.25; }; };
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