enableSimulation: Difference between revisions

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*the unit can still take damages and report status and enemies by radio.
*the unit can still take damages and report status and enemies by radio.
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Nou/Jaynus have discovered something quite important about the Arma2 engine:
Nou/Jaynus have discovered something quite important about the Arma2 engine:


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This discovery will be the basis of a new unit caching script by Jaynus.
This discovery will be the basis of a new unit caching script by Jaynus.


This also has importance in a technical sense: bandwith is the most significant factor in mission performance. The lower the server bandwith, the better the performance.  
This also has importance in a technical sense: bandwith is the most significant factor in mission performance. The lower the server bandwith, the better the performance.
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<h3 style='display:none'>Bottom Section</h3>
<h3 style='display:none'>Bottom Section</h3>

Revision as of 05:43, 20 July 2011

Hover & click on the images for description

Description

Description:
Enable / disable simulation for given entity.
Multiplayer:
This command only works locally and must be run on all machines to have global affect.
Groups:
Uncategorised

Syntax

Syntax:
object enableSimulation bool
Parameters:
Object
Boolean
Return Value:
None

Examples

Example 1:
player enableSimulation false

Additional Information

See also:
See also needed

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 15 July, 2009 - 00:16 (CEST)
Lou Montana
  • enableSimulation will "freeze" the unit, including animations, eye blinking, etc ; you cannot switchMove or playMove.
  • the unit can still take damages and report status and enemies by radio.

Nou/Jaynus have discovered something quite important about the Arma2 engine:

Orient yourself to the enableSimulation command in ARMA 2:

http://community.bis...nableSimulation

If simulation is disabled on objects (this enablesimulation false), they do not send updates across the network, drastically reducing traffic across the network by an order of magnitude. What this means in practicality is that it is possible to have huge mission maker created cities like in Mikee's Fallout mission with no or negligible impact on mission performance. Mission placed objects is the most common cause of performance woes - so this is huge news, and was previously undocumented, both on the BIS wiki and elsewhere.

There are some quirks.

While an object which has enablesimulation false set on it will take damage, it will not display any animations or damage states until enablesimulation is enabled back onto it. If you want to disable simulation on a unit and then show it as dieing once it is hit or damaged, add an eventhandler onto it which enables simulation on the object when it is hit or killed. Hit handler for best visual, killed handler for best performance.

This discovery will be the basis of a new unit caching script by Jaynus.

This also has importance in a technical sense: bandwith is the most significant factor in mission performance. The lower the server bandwith, the better the performance.

Bottom Section