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Lorca

Are all the scripts in Arma in realtime?

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Hi, I was wondering if all the scripts in Arma2 running in realtime across the map?

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Without explicit slowdowns included, a script will run as fast as possible. The engine doesn't allow a script to run infinitely fast as this could cause game freeze, especially on looped scripts (all CPU cycles only working on the script). So scripts are scheduled to make sure the engine itself receives enough CPU cycles to run smoothly.

But there are ways to make a script realtime using sleep command.

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Myke;2022798']Without explicit slowdowns included' date=' a script will run as fast as possible. The engine doesn't allow a script to run infinitely fast as this could cause game freeze, especially on looped scripts (all CPU cycles only working on the script). So scripts are scheduled to make sure the engine itself receives enough CPU cycles to run smoothly.

But there are ways to make a script realtime using sleep command.[/quote']

I see. But the battles happening in one area of the map and one in another area are being fought in realtime right?; with all the calculations of bullet drop and whatnot?

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I see. But the battles happening in one area of the map and one in another area are being fought in realtime right?; with all the calculations of bullet drop and whatnot?

AFAIK the simulation isn't being updated with the same frequency everywhere, if that's what you mean, but it is running everywhere, all the time.

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AFAIK the simulation isn't being updated with the same frequency everywhere, if that's what you mean, but it is running everywhere, all the time.

Ah, I see. the reason why i was asking is because in another game forum they were talking about how Arma2 is incapable of creating a seamless world without loading, and that scripts cannot run at the same time across the map in real-time. There's no way that company(Bohemia) has that technology.

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Ah, I see. the reason why i was asking is because in another game forum they were talking about how Arma2 is incapable of creating a seamless world without loading, and that scripts cannot run at the same time across the map in real-time. There's no way that company(Bohemia) has that technology.

Well, those people have apparently never heard of "streaming" or "scalability". They should look those words up. :D

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Well, those people have apparently never heard of "streaming" or "scalability". They should look those words up. :D

Lol, these folks want me to show them some proof, like a video of Arma 2 or article that states that, lol. These fools say that if Bohemia had this technology why then, they aren't in the the news about this breakthrough, lol.

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Lol, these folks want me to show them some proof, like a video of Arma 2 or article that states that, lol. These fools say that if Bohemia had this technology why then, they aren't in the the news about this breakthrough, lol.

Tell them to do their own effing research?

And streaming technology isn't exactly a breakthrough, btw. I remember playing a game called Soul Reaver on PlayStation (the original PlayStation that is) back in '99 or 2000, that had streaming technology too. You could walk through the whole world without encountering a single loading screen, if I recall correctly.

There are surely even older examples.

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I see. But the battles happening in one area of the map and one in another area are being fought in realtime right?; with all the calculations of bullet drop and whatnot?

This has nothing to do with script as "we" understand it. Scripts are what any user may write if he wants to.

What you mean are engine capabilities. There the answer is "yes, mostly". It might be scaled down to prevent too much impact on CPU, also stuff like shadows or textures or resolution LOD's aren't calculated (simpler GEO LOD's are used instead regarding hitpoints).

You might do yourself a test: place yourself in the editor in a far corner and 2 enemy groups in the opposite corner. Give them waypoints so they will find eachother and fight. Give them a little time (say 10 minutes) then go and look what happened.

Alternatively you might create a script that shows you the units as markers on the map so you could watch them moving while actually being far away.

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Myke;2022830']This has nothing to do with script as "we" understand it. Scripts are what any user may write if he wants to.

What you mean are engine capabilities. There the answer is "yes' date=' mostly". It might be scaled down to prevent too much impact on CPU, also stuff like shadows or textures or resolution LOD's aren't calculated (simpler GEO LOD's are used instead regarding hitpoints).

You might do yourself a test: place yourself in the editor in a far corner and 2 enemy groups in the opposite corner. Give them waypoints so they will find eachother and fight. Give them a little time (say 10 minutes) then go and look what happened.

Alternatively you might create a script that shows you the units as markers on the map so you could watch them moving while actually being far away.[/quote']

That sound like a good test.

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That sound like a good test.

You can use DAC to easily check out island wide wars throughout the entire map. Hell, technically you could already do it in OFP in 2001. Make it a mission for ArmA2free and they can easily see it for themselves. ;)

Personally i do find the scheduler rather lazy and sacrificing too much precision for FPS, and it makes it rather hard to predict how well something will run on other PC's.

Edited by NeMeSiS

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