setDynamicSimulationDistance
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Description
- Description:
- Description needed
- Groups:
- Dynamic Simulation
Syntax
- Syntax:
- Syntax needed
- 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:
- Return value needed
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
- 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; }; };